Code Busters

Description

Wayground is a classroom platform where teachers run quizzes and students earn coins for correct answers. Between question rounds, Energizers give students a few minutes of active play, helping maintain momentum and giving students another way to participate beyond test performance.

Code Busters is one of these Energizers. Each student is assigned a classmate’s vault and races to guess the password before another player breaks into theirs.

Field
Art Direction · 3D · Game UI
Client
Wayground, formerly Quizizz
Year
2026
Code Busters gameplay showing a handheld password device, illuminated vault, score, and player ranking

The challenge: a mechanic without an identity

When Code Busters reached me, the mechanic was already working: players entered a password into a handheld device to unlock a vault. Visually, it still relied on familiar hacker tropes, so I reframed it as a heist made for younger players, with tension but none of the severity of an adult crime world.

Illuminated Code Busters vault inside a blue security room

The direction: a friendly heist

I built the art direction around the idea of a friendly heist. Chunky vaults, oversized controls, and rounded forms made the game tactile and easy to enter, while warning lights, lasers, and shifts in illumination carried the suspense.

Blue Code Busters interface for setting a three-digit vault passwordCode Busters handheld password device with the reveal control highlighted

The environment also became part of the feedback system. Wrong answers raised the alarm; correct ones advanced progress across the vault door. Connecting the game state to the world gave a simple password mechanic a distinct identity.

Code Busters gem balance, progress indicator, and player ranking interface