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Case Study · The Verse
Case Study · The Verse · 2026 · in development

My Friend Riley — a friend you can hum to.

A cozy self-care garden game for children — built first for kids managing Type 1 Diabetes — where a magical garden and nine emotion pets carry the weight of daily self-tracking, and the core mechanic is a hum: a voice-powered biofeedback dial that opens gates on a magical rollercoaster. Designed at The Verse; engineered down to the autocorrelation window; backed by actual peer-reviewed breathing science.

Role
Game & Experience Designer
Studio
The Verse
Timeline
Mar 2026 → present
Engine
Unity 6 · URP · Mobile
Audience
Kids 6–12 + their grownups
Core input
The child's own voice
Riley's garden at home: emotion pets around the heart tree, with Riley greeting the player — 'Your garden is glowing from all your care today!'
§ 01 / Context

Self-tracking feels like homework. So we made it a garden.

↳ why a wellbeing app had to be a game

A child managing Type 1 Diabetes carries a quiet, permanent workload: log this, measure that, notice how you feel, report it to adults. The tools we hand them are usually trackers — and trackers come with an emotional bill. Numbers can read as grades. Missed days can read as failure. The data piles up on the child.

And the brutal truth about wellness apps generally: people stop opening them. In the largest objective study of real-world mental-health app usage, the median app kept just 3.9% of its users opening it daily by day 15 (Baumel et al., 2019, Journal of Medical Internet Research). Fifteen days. The category's retention problem isn't a UX detail — it's the whole ballgame, and it's why Riley is a game first, with the therapeutic machinery hidden inside things a kid would choose to do anyway.

Riley's design answer is externalization: the garden and its creatures carry the data so the child doesn't have to. Water you drank becomes a lotus blooming in a pond. Sleep becomes a moon cactus earning its star crown. Feelings become nine pets who live in the garden whether you log them or not. The child isn't filling out a form; they're caring for someone. The self-care is smuggled in through pro-social motivation — kids who find it hard to do things for themselves will reliably show up for a creature that needs them.

The garden carries the data, so the child doesn't have to.
§ 02 / Meet Riley

Don't read about the mechanic. Hold the button.

↳ a real, working slice of the game's core loop

This is the interactive hero I built for the game's page on the Verse site, running live right here. Hold the button (mouse, touch, or Space/Enter) and the dial fills exactly like the in-game HumDial. Fill it, and Riley's Starflower gate — rendered from the game's actual 3D gate model into frame and door layers — slides open. Let go early, and the dial drains. Riley also appreciates being tapped.

Hi friend! Tap me, or hold the button and hum with me.
dial ready gates opened 0
↑ in the real game, your voice does this. here, your thumb stands in.

Everything in this demo mirrors a real system decision: the dial's fill-and-drain envelope, the gate's door choreography, the sparkle burst on completion, even the ~Hz readout flutter — a nod to the pitch tracker you'll meet in the next section. On the Verse page this whole stage runs on transform and opacity only, honors prefers-reduced-motion, and weighs about 2 MB.

§ 03 / The HumDial

Why humming? Because a hum is a long, slow exhale with a soundtrack.

↳ the science, then the signal processing

You cannot hum while inhaling. (Go ahead, try — I'll wait.) That one piece of physiology is the whole trick: asking a child to hum is asking them to produce a long, controlled exhalation without ever saying the words "breathing exercise." Slow exhale-weighted breathing shifts the autonomic nervous system toward its parasympathetic, rest-and-digest mode, and at around six breaths per minute it hits the cardiovascular system's resonance frequency — the pace at which heart-rate variability swings widest and the baroreflex gets its best workout (Lehrer & Gevirtz, 2014; Zaccaro et al., 2018).

Singing research backs the vocal route specifically: structured song measurably organizes singers' heart-rate variability, with slow exhalation phases driving vagally-mediated heart deceleration (Vickhoff et al., 2013, Frontiers in Psychology). And for the trivia drawer: humming increases nasal nitric oxide roughly 15-fold over quiet exhalation — 189 to 2,818 nl/min in the classic measurement (Weitzberg & Lundberg, 2002, Am. J. Respir. Crit. Care Med.). That one's a respiratory curiosity rather than a calm claim, but it is a genuinely funny thing for a children's game mechanic to have in its bibliography.

0.1 Hz
The resonance rate
~6 breaths per minute — the breathing pace at which heart-rate oscillations peak and the baroreflex is maximally engaged. A held hum naturally stretches the exhale toward this territory.

Then there's the engineering, because "detect a child's hum on a phone" is a genuinely hard signal-processing problem. The HumDial — documented in its own 29-page whitepaper — listens through the microphone and extracts five features per frame from a 2,048-sample (~46 ms) window: amplitude, pitch, stability, harmony, and voice confidence.

  • Four interchangeable pitch algorithms. The default is a normalized autocorrelation tracker with parabolic interpolation (<0.5 Hz error) and confidence gating; alternates include YIN (de Cheveigné & Kawahara, 2002) and SRH (Drugman & Alwan, 2011) running on a hand-rolled radix-2 FFT. Detection range 60–800 Hz — kids hum around 250–450 Hz, adults nearer 120–220, so the dial adapts its range per player.
  • Low · Mid · High · Loud. Band centers at 165 / 230 / 320 / 420 Hz (roughly E3, B♭3, E♭4, A♭4). A pitch within ±35 Hz of a band center gets gently magnetized toward it — the game is generous on purpose. Matching a band means pitch in tolerance and enough amplitude.
  • Fighting the phone's own ears. Mobile mics apply automatic gain control that squashes exactly the signal we need, so the chain runs an adaptive noise floor (signal must beat ambient ×1.6), platform-specific gain, a soft-knee compressor, an asymmetric attack/release envelope, and Schmitt-trigger hysteresis so the "is humming" flag doesn't flicker. Total budget: ~0.9 ms per frame on mobile.
  • Accessibility as architecture. An amplitude-only mode for children who can't hum (selective mutism, tracheostomy), a no-microphone simulator fallback so the game never blocks, band colors checked against deuteranopia, and gate loops hard-capped at three attempts — after which the game says "Take a slow breath — you've worked hard today" and opens the gate anyway.
The mechanic IS the therapy — not a therapy screen layered on top of a game.
§ 04 / The Hum Ride

A rollercoaster steered by how you actually feel.

↳ check-in → ride → "you felt 2 steps calmer"

Each day's ride begins with an emotion check-in — the nine pets, plus intensity sliders — which seeds a stress score. That score does real systemic work: the number of hum gates on today's track is interpolated from it (calm day, 2 gates; stormy day, up to 5), and it sets the starting level of the ride's internal stress engine. The design principle: difficulty scales with state, not skill.

The tunnel itself is a hand-written URP shader on the inside of a cylinder: ring density follows pitch, noise-smear follows instability, and holding a note near the A3–C4–E4 triad for half a second triggers Harmony Mode — the whole tunnel lerps to gold. The child's voice is, quite literally, the lighting rig.

§ 05 / The Living Garden

Nine feelings, nine roommates.

↳ affect labeling, with fur

The garden's emotional core is its nine pets — a golden puppy for happy, a blue rain-bird for sad, a white duckling for fear, a leafy-collared wolf pup for disgust, a red-quilled hedgehog for angry, a squirrel for surprised, a chameleon for bored, an otter with permanently crossed arms for irritated, and a sleepy pink bunny for tired. Tap one below, exactly as kids do in the game's check-in.

How are you feeling today?

Tap a friend. Every feeling is welcome.

The happy puppy is so glad you came to the garden!

every feeling is welcome

This isn't just charm — it's an affect-labeling machine. Putting a feeling into words measurably dampens the amygdala's response to emotional stimuli while recruiting the prefrontal cortex (Lieberman et al., 2007, Psychological Science) — the finding popularized as "name it to tame it." Riley's twist is that labeling happens by choosing a creature, which lowers the ask for kids who can't yet articulate "irritated" but can absolutely point at the otter with crossed arms.

Two design decisions do the heavy emotional lifting. First, the difficult pets are always present — anger and fear live in the garden like everyone else; they are never banished, because the game must never imply that negative feelings are wrong to have. Second, logging a hard feeling triggers a compassion animation — the happy puppy nuzzles the hedgehog — and the hedgehog says, "Thanks for seeing me. I feel a little less alone." Honest reporting is rewarded with warmth, never corrected.

Around the pets, the rituals: drag water drops into the Lotus Pond and the lotus climbs from wilted toward radiant bloom; feed last night's hours to the Moon Cactus and it earns its star crown at a full night's sleep; the Hum Statue's four gem hearts light with each completed ride; and the Rainbow Tree glows only on days when everything aligns — celebrated when it happens, never shamed when it doesn't.

Water logging screen: a lotus pond where each dropped water drop is a cup drunk today
water · the lotus pond — drop in today's cups and a sleepy bud climbs toward radiant bloom
Sleep screen: the moon cactus in a twilight canyon, fed with moon tokens for hours slept
sleep · the moon cactus — feed it last night's hours and it wakes rested, earning its star crown
The Living Journal's Today page: wishes, a gratitude seed, and the daily login bonus in Riley's magic book
journal · today's page — little wishes, a gratitude seed, and a gentle tip in Riley's magic book
§ 06 / The Promise

Nothing in the garden ever wilts because of you.

↳ zero-punishment, as a hard system constraint

Most habit products are quietly built on loss aversion: streaks that shatter, plants that die, auras that gray out. That pressure works — on adults, briefly — but aim it at a child who already associates health data with being judged, and you've built a shame engine with a mascot. Riley's answer is a set of non-negotiable system rules, written into the design doc as constraints, not vibes:

  • No fail state exists. Gates wait forever. Stress in the ride only goes down. A missed day means a sleepy flower waiting for a splash — never a dead one.
  • Always safe to log. Every emotion is accepted with warmth. Logging "angry" earns the same celebration as logging "happy" — the reward is for honesty, not for feeling the approved thing.
  • Visual rewards above all. The primary currency is blooms, glows, and particles — things that are beautiful rather than countable. Streaks exist, but the best-ever streak is never lost, and milestones are commemorated, not defended.
  • Three to five minutes. A full day of care — check-in, ride, water, sleep, journal — is designed to fit inside five minutes. A wellbeing game that demands an hour is a chore with extra steps.

There's respectable motivation science underneath — self-determination theory's case that autonomy and warmth beat pressure for behavior that has to last (Deci & Ryan) — but the honest origin is simpler: this game is for a child who might be having a genuinely hard week. Every system was audited against one question. What does this feel like on a bad day?

Rewards for honesty, not perfection. Calm, kind, and never judgy.
§ 07 / The Grownups Vault

Parents see the signal. The child keeps the magic.

↳ PIN-gated · observational · local-first

Behind a four-digit PIN keypad lives the adult view: seven-day hydration and sleep charts, an emotion breakdown, hum-session counts, and a "Humming & Health" correlation view that lines humming up against the rest of the week. There's even an exportable guardian report for doctor visits — deliberately written in observational language with its limitations stated, because a children's game should inform a clinical conversation, never impersonate one.

The data posture is conservative by design: everything is local-first on the device — no backend, no account, no telemetry of feelings leaving the phone. And the planned insight layer is deterministic-first: statistical patterns are computed first, and any AI involvement is restricted to explaining validated patterns, never inventing them, with blood-sugar-adjacent correlations held to exploratory language only. The central principle, verbatim from the spec: the child must feel cared for — never judged, medically monitored, or punished.

↑ the default PIN is 1234. grownups: change it. kids: you didn't read this.
§ 08 / The Build

Two eras, one pivot, and a 72-asset AI art pipeline.

↳ how it actually got made

Riley has lived two lives. Era one (March 2026) was a "personalized emotional rollercoaster" through the body's inner world — emotion-driven procedural rides, food choices, spike physics. It worked, and it taught us what the real product was. The June 2026 InnerGarden pivot kept the two systems that had proven themselves — the HumDial and the stress engine — and rebuilt everything around them as a daily garden for kids managing T1D. Killing the runner framing was the best design decision of the project; the hum was always the hero, and the pivot finally admitted it.

  • Meshy → Blender MCP → Unity. 72 generated 3D assets flowed through text-to-3D, then a Claude-driven Blender cleanup over MCP, into Unity prefabs. The Starflower gate in this page's demo is one of them — a Meshy mesh whose doors were split in Blender so the game (and this very webpage) could swing them open.
  • ChatGPT as the 2D art department. The pets' art spec is literally written as paste-ready generation prompts against a character identity sheet — nine pets × 14 animation frames each, generated, then dropped into a pipeline that needed no code changes to absorb them.
  • An AI co-developer in the engine. 163 scripts across 24 assemblies, the ~1,500-line hum tunnel controller and ~1,900-line dial UI among them, built with Claude Code under the same evidence-first bug protocol as my other projects — complete with a BUG_GRAVEYARD where no fix is "done" until verified on a device.
  • Even the marketing is a system. The Verse site's Riley page — the source of this page's interactive hero — ships as a scoped, dependency-free embed: all styles namespaced, rAF-batched pointer tracking, reduced-motion support, 2 MB total. The hold-to-hum demo you used above is that exact code, re-skinned.
179
Commits · Mar–Sep 2026
163
C# scripts · 24 assemblies
72
Meshy-generated 3D assets
9
Emotion pets · 14 frames each
~0.9 ms
HumDial frame budget (mobile)
3–5 min
A full day of care
§ 09 / Where It Stands

In development, playable, and already humming.

↳ see it move

My Friend Riley is in active development at The Verse: the hum ride, garden, pets, rituals, journal, and Grownups Vault are built and playable; themed rides, deeper insight layers, and wearable/CGM integrations are on the roadmap — the long-term ambition being a game whose health-outcome data is worth publishing, not just shipping.

What I'll carry forward from this one: the mechanic should be the therapy, not decoration around it; externalizing a child's data into creatures they care for turns tracking from a mirror into a friendship; and a genuinely kind system is a set of hard engineering constraints — no fail state, a capped retry loop, a microphone pipeline that adapts to every voice — not a tone of voice in the UI copy.

References, for the curious: Baumel et al. (2019), JMIR — objective engagement with mental-health apps · Lehrer & Gevirtz (2014) — HRV biofeedback & resonance breathing · Zaccaro et al. (2018), Front. Hum. Neurosci. — slow-breathing psychophysiology · Vickhoff et al. (2013), Front. Psychol. — song structure & singers' HRV · Weitzberg & Lundberg (2002), AJRCCM — humming & nasal nitric oxide · Lieberman et al. (2007), Psychol. Sci. — affect labeling · de Cheveigné & Kawahara (2002) — YIN · Drugman & Alwan (2011) — SRH · Surwit et al. (2002), Diabetes Care — stress management & glycemic control.
↑ yes, a cozy kids' game with a bibliography. as it should be.