CHALLENGE

Puberty and menstruation remain stigmatized topics, often skipped or handled awkwardly in schools. Kotex needed a way to make the conversation natural, engaging, and curriculum-aligned for 10–14-year-olds, both in classrooms and at home.

MY ROLE

We knew that to reach 10–14-year-olds, the game couldn’t feel like a lesson plan disguised as software. It had to be a real adventure. The idea became Period Planet—a dark, lifeless world that players could bring back to life by learning and progressing. We built the journey around four distinct 3D mini-games in WebGL, each tied to a core stage of puberty: recognising body changes, understanding the uterus, navigating the menstrual cycle, and preparing with different products. Avatars gave kids a way to see themselves in the experience and upgrade as they advanced, while music and sound made the planet feel alive again.

RESULT

The game launched in Australia to strong reception, with 92% of teachers saying they would use it in their classrooms. It successfully turned a taboo subject into open conversation, winning two Webby Awards in Education and Visual Design and establishing Kotex as a leader in progressive, game-based health education.

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