Lauren Breeding Level Design « Using Applied Cognitive Load and Difficulty Analysis for Educational Game Design I worked on the mobile game Codex: gameplay with those targets in mind. I the XPRIZE Adult Literacy competition, literacy challenges, allowing the team to The Lost Words of Atlantis as part of which was targeted at finding a gamified solution for teaching adults how to read and providing support for Spanish- implement new gameplay for increased player skill retention and transfer. speaking players. I worked on conveyance In building these challenges, I also early in the project, and ultimately focused more practice with real-world problems documentation and mastery guidelines on replacing outdated gameplay sections with new challenges that provided players with real-life literacy challenges. I applied research in difficulty curves and pacing to cognitive load theory, constructing a formal process for iterative, data-informed design. Using this process, I calculated the current difficulty curve for the game, established difficulty targets and educational goals for specific sections, and created new 38 populated a complete database of new LEVEL DESIGN responded to player feedback requesting like reading bus schedules or medicine dosage. In total, I worked on Codex: The Lost Words of Atlantis for seven months, and specifically focused on difficulty curve research and analysis for four months.