Energize is an educational board game for highschool students. It's designed to convey which infrastructural changes are required to reduce carbon emissions in the Region of Waterloo.
I took on this project from Waterloo Global Science Initiative (WGSI), holding interviews and playtests at the Perimeter Institute to gather research. Meetings with a combination of environmental scholars, community leaders and business professionals illustrated a deep web of potential opportunities for the Waterloo Region. 
My task was to express these multiple perspectives simultaneously.
One of my top priorities for Energize was ensuring that it would work as a "print & play" so that educators could make their own copies of the game with minimal component requirements.​​​​​​​
I went with a shiny, psuedo-futurist approach to the iconography to give more flair to Energize's paper components.
Because these games are meant to be unpacked, learned and completed over the course of one class, every part of the game must express multiple potential lessons depending on the player's current objectives.
I layered multiple concepts in each component to teach a broad curriculum in less than two hours - though the tradeoff is that players must be actively engaged in the game to learn.

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