Period Planet

Period Planet
Client:
Kotex / Ogilvy
Production Partner: North Kingdom
Platform: Web / Browser / WebGL
Role: Audio Director / Composer / Sound Designer


What this was

Period Planet is a browser game designed to help 10–14 year olds learn about puberty and menstruation through play. The audio needed to support four different gameplay modes while keeping the experience clear, approachable and emotionally safe for a younger audience.


What I owned

  • Led audio direction, music strategy, and creation of all audio assets including 6x original composition and SFX package across the full experience

  • Working with Design, Product, Engineering, Curriculum, and Production to align the audio with learning goals, gameplay progression, and browser delivery constraints.

  • I composed the full score and designed the audio language across four worlds, mechanics, and progression states. 

  • Validated browser playback, UX feedback, and audio behaviour across devices and WebGL delivery constraints.


How the system worked

  • I designed the audio adaptive system across four distinct worlds, each with different mechanics, pacing, and feedback needs. The narrative arc built from one world to the next, requiring stem splitting, audio effect manipulation and spatialisation.

  • The system combined music, interaction cues, reward feedback, and UX audio to support onboarding, discovery, challenge, and learning progression within WebGL constraints. 

  • Designed audio behaviour across onboarding, discovery, challenge, and reward states so each mechanic remained clear and emotionally appropriate. The interactive music system was adaptive to player behaviour and progression.


Why it mattered

The final audio helped players move through the game with clarity and confidence rather than overwhelm. It shows my ability to design audio for multiple gameplay states, accessibility constraints, and player guidance, not just spectacle.

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