01 Serious game · Educational
Math Apocalypse
A quirky wave shooter for third graders. You're a wizard blasting back waves of birds, and the only way to power your attacks is to solve math problems from the grade 3 curriculum.
- Role
- Game Designer & Producer
- Team
- 3 people
- Timeline
- May – Jul 2024 · 8 weeks
- Built with
- Unity 2D · C#
I owned
- The design brief: zero setup, curriculum-aligned, tension without intimidation.
- Decay scoring, the streak multiplier and stage progression.
- Production: Trello, GitHub, standups, playtests and school outreach.
I worked with
- Engineering: my teammates wrote the C# code.
- A Salt Lake City teacher, for curriculum fit.
- An elementary school contact who tested the build.

02 Watch
Every equation is part of the action
Get answers right to build multipliers and push into faster, harder waves. Slip up and you lose momentum, and maybe your run.
03 Design goals
A wave shooter, rebuilt for a classroom
The experiment: keep the energy of wave-based combat, but make every attack depend on a correct answer. Fireballs instead of guns, and they only fire when the math is right.
Approachability
Birds, not zombies
Lighthearted birds keep the tension without scaring off younger players.
Curriculum alignment
Real grade 3 math
Problems follow grade 3 standards, checked with a teacher in the Salt Lake City School District.
Low barrier to entry
Drop-in ready
The build works in a classroom with no setup, so teachers can pick it up quickly.
04 Core system
Scoring that rewards speed and accuracy
- Decay-based scoring: every second a red bird stays alive, its point value drops, which pushes quick decisions.
- Streak multiplier: doubles after every six correct answers in a row, up to 32×.
- Forgiving mistakes: a wrong answer halves the multiplier instead of wiping it out, so one slip doesn't kill the fun.
Multiplier
×1
Streak toward next doubling
Answer some problems and watch the multiplier.
05 Progression & stages
Harder math, unlocked over time
| Stage | Operations | Score needed | Quick skip |
|---|---|---|---|
| 1 | + only | 1,000 pts | None |
| 2 | + − | 2,500 pts | None |
| 3 | + − × | 4,300 pts | Kill 3 birds in one attack |
| 4 | + − × ÷ | 50,000 pts | None |
Players win back one health point at each new stage. An Endless mode stress-tests mastery with harder problems and faster spawns.
Combat & pacing
Fast, fragile birds apply short-term pressure and test reaction time. Slower, tankier birds build anticipation and force prioritization.
Spawn cooldowns shrink as the score rises, giving a natural difficulty curve.
Feedback systems
Cartoon UI with instant, age-appropriate feedback: a red ✗ flash on wrong answers, stage banners with cooldown windows, and live score and multiplier updates.
06 Creation process
Prototype to classroom
-
Prototype
A classroom game with no barrier to entry
- Designed around the grade 3 curriculum.
- Consulted a Salt Lake City teacher on classroom needs.
- Ran production in Trello and GitHub.
-
Alpha
Core loop, enemies and look
- Built scoring on accuracy and speed with a decay mechanic.
- Designed two non-intimidating enemy types.
- Made cartoon UI assets and animations.
-
Beta
Depth and playtests
- Added stage progression with more varied problems.
- Introduced the streak multiplier.
- Playtested at the U of U Division of Games.
-
Gold
Into schools
- Pitched to a contact in SLC elementary schools and shared a build for teachers to try.
- Ran QA with detailed bug reports.
07 Production role
Designer and producer on a team of three
I owned design and production; my teammates wrote the C# code. I set up pipelines in Trello and GitHub, broke big tasks into small deliverables, and ran daily standups to keep design, engineering and art aligned. That structure let us iterate fast and fold in feedback from several playtest rounds.
Outcome
Classroom-ready, and actually fun
Math Apocalypse showed how core design principles (feedback loops, pacing, difficulty scaling and reward structures) carry over to educational content.
birds > zombies, for eight-year-olds
