Behind the Design

In true ako spirit, this is the learning that happens behind the design, behind the learning. Behind the Builds is part reflection, part experimentation, and all about growing through the creative process.

It started as a backup plan — a quick, just-in-case idea in case Wanda the Witch didn’t rise from the dead.


But sometimes backup ideas have teeth. Whack-a-Vamp turned out to be equal parts trick, treat, and trigger chaos.

 

Purpose

 

This build was my back up entry for Articulate’s Halloween Challenge, a space to experiment with game logic, randomness, and sound design inside Storyline.


The goal? To create a short, spooky arcade-style mini-game that showed how learning mechanics and gameplay triggers can share the same heartbeat.

 

 

Process in 3 Acts

 

Act 1 – The Spark

I wanted something fast and fun, a nod to the classic Whack-a-Mole arcade game, but with a Halloween twist. Vampires felt perfect: dramatic, mischievous, and slightly ridiculous.


The concept was simple — click the vamps before they vanish — but the execution? That’s where the real magic (and madness) began. I used Chat GPT to generate the imagery. I didn't need many, just the background, Vamp for the pop up, Vamp for the whacked state and a gravestone. I intentionally wanted the graphics simple and for the game mechanics and music to shine.

 

Act 2 – The Build

Each vampire needed its own little life cycle: Normal, Hidden, and Whacked. Behind the scenes, a tangle of variables, timers, and random triggers managed appearances and scoring. The more I refined it, the more it started to feel like real game development, complete with “why isn’t this vampire dying?” moments.


I layered in a 30-second countdown, splat sound effects, and looping ambience to keep tension high. Every successful “whack” delivered a hit of dopamine (and a squelch).

 

Act 3 – The Insight

By the end, my backup project had become a full-blown mini arcade game. The experience reminded me how much Storyline can do when you push it — and how creative learning design often hides in the side projects we nearly don’t make.

 

Lessons for Others

 

  • “Simple” game ideas often become the best logic lessons.
  • Randomisation and looping can make micro-games feel alive.
  • Never underestimate the power of good sound effects — they make every click satisfying
  • When using sound effects for the "whack" make sure the effect is short enough so it plays through before the next pop up, otherwise it will only play every second whack.
  • Music is key for so many things, I feel like the music for this build elevated a silly little game. 

 

 

Closing Reflection

 

“Even backup ideas can rise from the grave, all they need is a spark, a stake, and a good sound effect.”