PERIOD
PLANET
CREATIVE / EXPERIENCE DIRECTOR
KOTEX
SUMMARY
An award-winning WebGL educational game from Kotex that transforms a lifeless planet into a thriving one by teaching puberty, the menstrual cycle, and period health through puzzles and play. Built for classrooms and at-home use, it was designed to be accessible across devices and fully curriculum-aligned.
I was involved from initial client contact and briefing through concept development and creative supervision, supporting the Creative Lead while guiding experience and game direction. We shaped mechanics, structured progression, turning what’s usually an awkward classroom moment into something students would want to play and teachers could trust. The project won a Webby Award and became a widely-used resource in schools globally.
TYPE
Educational Games
WebGL Experience
PROJECT
Client: Kotex / Ogilvy
Studio: North Kingdom
Year: 2023
WHAT I DID
Creative Direction
Game & Art Direction
Production Design
AWARDS
- Webby Awards
- Winner in Best Websites and Mobile sites Education 2024
- Honoree in Best Visual Design – Function 2024
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.
LINKS
ART FROM THE PRODUCTION
WRAP UP
Taking care of a project of this scale was only possible because Riot trusted us to push beyond safe choices. It was a challenge worth every step, and I’m proud of the result, not just for what it achieved, but for the way it showed the power of brave clients and committed teams
