Girlypop: art direction, end-to-end

This was a personal passion project. In five days, I launched and designed a game for a tiny single player who couldn’t read.


Context

My daughter is three, and she can recognize a bunch of words, but she can’t fully read yet. She is extremely musical and has a collection of instruments she always plays. Early on, my partner called her Girlypop, and it stuck. She often corrects us with “I’m Girlypop” if we call her by her real name or any other nickname.

So I decided to build a game just for her, in which she is a little astronaut on a small moon. She is surrounded by moon-bunnies and star collectibles, and has to find seven instruments hidden on the surface. Whenever she finds one of them, my voice is transmitted over the radio from Ground Control back on Earth. If she manages to find all seven, a cosmic swan will descend and grant her a wish.

What I Did

I started by outlining a product requirements document with strict rules, and they carried out most of the design. I needed to make sure she couldn’t make mistakes, wouldn’t get stuck, and wouldn’t have to read a single word. I kept the world small on purpose, since a snug, complete moon is better than a large, empty one. I also recorded each line of text, which was then passed through a radio filter to make it sound like a transmission from home. I also captured a handful of her own giggles, which really brought the main character to life.

What It Produced

To get a polished game, I had to run rigorous testing, which revealed a bunch of bugs and gaps that we ironed out. Nothing from the original plan was removed. The reason the project didn’t grow beyond its initial size was that each addition had to respond to the same sentence I began with, “This is meant to be a warm world for her to wander and be delighted by.” That simple statement was really helpful in achieving a complete, original, and fully voiced browser game within five days.

Built by directing, not typing

Title screen for The Space Adventures of Girlypop, showing a starry night sky over the moon's surface with Earth visible in the distance.

I approached this project the same way I approach any brand engagement, by drafting a written brief, setting out strict rules, and assigning a real deadline. I carried out the work using Fable during one of its early-access periods, while experimenting with what the tool could achieve within a tight time frame. I gave directions throughout the entire process, including through the engine, the audio system, and the finale.

The core loop

Walk on the moon, gather the stars, and find seven instruments that are hidden all over the surface. Nothing in this place can be missed or lost forever. A visual sonar continuously emits a soft beep which is either warmer or colder, ensuring that she is never more than a few steps away from her next transmission from Ground Control.

Girlypop gameplay screen showing the astronaut character on the moon's surface surrounded by collectible stars and small creatures, with a progress counter showing 4 of 7 instruments found.

“Ground Control to Girlypop”

Girlypop gameplay screen with a Ground Control message bubble responding to the harmonica instrument she just played.

Each instrument produces an actual radio call, which both her mother and I recorded once she went down for the night. I wanted to ensure our VO was filtered to make it sound as if it’s coming from Earth, while her own giggles need to sound close and clear.

Three ways to end, no ending at all

Girlypop ending screen showing the Cosmic Swan wish options: Cake Pop Kingdom, a galaxy dance party, and Mochi Planet

When Girlypop collects all seven musical instruments, a Cosmic Swan will grant one of three wishes, all centered around some of her favorite things: a kingdom made up of cake pops, a galaxy dance party, or a planet made up entirely of ice-cream mochi. Once she selects her wish, she is returned to the moon and can make another wish by walking up to her rocketship, rather than having an end message displayed.

Off the browser, onto her phone

The Girlypop game running on a phone screen, resting on a book.

Once the desktop game was completed, I shifted my attention to the mobile port. However, one thing I quickly realized is that this game needed tighter guardrails, since a mobile browser game could take her onto the open internet. I pivoted my approach and had the code rewritten so I could create a native application that I could then sideload into her mobile device, securely locking it inside the Samsung Kids UI.

The Girlypop mobile app running on a phone, sideloaded into the Samsung Kids UI

A drive shaped like a bunny

I realized that a three-year-old can’t fully understand how much effort went into creating a browser-based game. So it was just as important to consider how I would deliver it to her.

A hand holding a bunny-shaped USB drive next to a printed coloring sheet of the Girlypop character.

First, I drew a set of coloring sheets for her featuring her own character, so she had something to hold and reference before the game was revealed. Afterward, I found the perfect USB drive, in the shape of a space bunny astronaut, loaded the game onto it, and gave it to her as a present. Since she had something she could color, hold, and plug in herself, the game became a tailor-made, personalized gift.

One tap from her wrist

Previously, I had personalized her Casio watch by making her LCD display transparent and printing her name inside it. When the game was on her phone, I also inserted a small NFC sticker into her watch so the game would start whenever she tapped the watch against her phone. No need to search for an icon; just a quick tap and she’s back on the moon.

After five sleep-deprived days, everything came together. The replay loop, Bluetooth controller functionality, custom ambient music, a mobile port, and finally a USB drive and a modded watch with a hidden launch code. Nothing compares to seeing her face light up with pure joy, experiencing a custom-built game made just for her, and having her dad’s voice ready whenever she wants to visit.

A young child playing the Girlypop game on a TV using a game controller.

For many years, I have helped other people find the words to describe what they do; this time, the audience was one individual who still doesn’t have all the words, but the discipline that emerged was the same: “Say less than you think necessary and mean what you actually say.”