Sesame Street Mecha Builders: The Game - is a single player experience for ages 4+ on Roblox. With help from Mecha Abby, Mecha Cookie and Mecha Elmo, players will work through a series of challenging and fun STEM focused puzzles using different Mecha tools to help solve the problem and complete the level.

Sesame Street Mecha Builders: The Game - is a single player experience for ages 4+ on Roblox. With help from Mecha Abby, Mecha Cookie and Mecha Elmo, players will work through a series of challenging and fun STEM focused puzzles using different Mecha tools to help solve the problem and complete the level.

Sesame Street Mecha Builders: The Game - is a single player experience for ages 4+ on Roblox. With help from Mecha Abby, Mecha Cookie and Mecha Elmo, players will work through a series of challenging and fun STEM focused puzzles using different Mecha tools to help solve the problem and complete the level.

2021-2022

Year

2021-2022

Year

2021-2022

Year

2021-2022

Year

8 Months

Duration

8 Months

Duration

8 Months

Duration

8 Months

Duration

Gameplay / UX Designer

Role

Gameplay / UX Designer

Role

Gameplay / UX Designer

Role

Gameplay / UX Designer

Role

Problem

Designing a game for preschoolers means starting with some of the toughest UX constraints: kids at this age can’t reliably read, they have developing motor skills, and their attention spans are short. At the same time, Sesame Street: Mecha Builders is a show that bursts with energy—fast, colourful, and filled with STEM problem-solving. The design problem was clear: how do you capture that big, bright universe while making sure it’s simple, safe, and inviting for the youngest players?

As I approached the project, I framed the challenge in questions. How do I design an interface a child can navigate without relying on text or instructions? How do I make the gameplay feel as magical and expansive as the show, while forgiving enough to welcome mistakes? How do I translate Sesame’s educational goals into tactile, intuitive interactions that feel like play instead of lessons?

For me, this project was less about building a standard game loop and more about creating a translation layer—turning television energy into buttons, flows, and choices a preschooler could effortlessly inhabit. It meant balancing three demands: fidelity to Sesame’s brand, accessibility for very young players, and authentic learning outcomes. Getting that balance right was the problem at the heart of Mecha Builders: The Game.

Solution

Solution

The solution was to create a gentle but exciting entry point into the Mecha Builders universe—one that felt as magical and full of energy as the show, yet simple and forgiving enough for preschoolers. Instead of leaning on text, menus, or instructions, I designed flows that spoke through animation, sound, and character reactions, ensuring that every step forward felt intuitive and rewarding. The focus was on first impressions: making the very beginning of the game inviting, playful, and effortless for even the youngest hands.

To achieve this, I worked closely with Sesame’s creative and educational teams to transform the show’s “Plan it, Test it, Solve it!” mantra into an interactive loop. Each stage became an opportunity to experiment with Mecha Parts, where players could test ideas, interact with the environment, and see instant feedback through lively character responses. This approach turned abstract STEM lessons into tactile, joyful interactions—moments where learning and play were indistinguishable.

Through sketches, prototypes, and character-driven UX design, I distilled the big, bold energy of Sesame Street into buttons, flows, and choices that felt effortless to a child. Every interaction was designed to reinforce a sense of agency: players weren’t just watching heroes, they were becoming one. The result was an experience that empowered preschoolers to see themselves as builders, learners, and teammates alongside Elmo, Abby, and Cookie.

Core Gameplay Solutions

At its heart, the gameplay needed to feel simple, tactile, and empowering. Beyond the familiar Roblox controls of walking and jumping, the unique Mecha Builders actions came through the use of tools. Players could click to activate their current selected Mecha Part and use it directly on highlighted objects in the environment. This design decision kept the interaction model focused and approachable—kids always knew what they could do and where they could do it.

Each action triggered immediate feedback, both through the world and through the characters. A solved puzzle might clear a walking path, power up a machine, or remove an obstacle, while Elmo, Abby, or Cookie chimed in with supportive dialogue. This layering of feedback—visual, auditory, and emotional—ensured that choices always felt noticed and celebrated. Even when mistakes happened, the design avoided punishment: “deaths” were quick resets, cushioned by friendly voice clips that gently guided players back on track.

The result was a loop of experiment and reward that supported curiosity without fear of failure. By reinforcing every action with change and encouragement, the game gave preschoolers a sense of agency in the Mecha world. These core interactions laid the foundation for everything else—level design, STEM integration, and narrative—by making the basic act of play both intuitive and joyful.

Level Design Strategy

Level design in Mecha Builders: The Game needed to balance simplicity with progression. Each mission followed the mantra “Plan it, Test it, Solve it!”, with puzzles unfolding in small, manageable steps. Tools were introduced gradually so preschoolers could practice a single interaction before layering on the next, ensuring even complex STEM ideas felt approachable. Narrative framing kept the challenges meaningful—clearing paths, powering generators, or fueling rockets—always tied to a story arc that gave players a clear sense of purpose.

STEM-Focused Solutions

From the beginning, the mandate was that every interaction had to teach through play. The Mecha Builders’ catchphrase—“Plan it, Test it, Solve it!”—became more than a slogan; it was the design backbone. Each puzzle had to embody the scientific method in a way preschoolers could feel, not just hear. That meant building tools and puzzles that guided kids naturally into experimenting, testing, and iterating until success.

Our tool design carried much of this weight. Each Mecha Part was not only a fun gadget but also a metaphor for a STEM concept: powering machines, moving objects, or constructing paths. By keeping these tools consistent across levels, players learned to recognize patterns and apply them in new contexts—mirroring the process of hypothesis and discovery.

The puzzle design extended this logic. Rather than binary success/failure, puzzles were layered sequences where cause and effect unfolded visibly. A child might power a generator to light up a rocket battery, or remove an obstacle to set a chain reaction in motion. Every choice moved them closer to understanding: actions have consequences, and problems can be solved step by step. In this way, the game translated Sesame’s STEM curriculum into an interactive loop of curiosity, trial, and achievement.

  • Big Bird Claw

  • Bottlecap Launcher

  • Super Grover Strength

  • Rubby Ducky Hose

  • Mega Muncher

  • Rosita Windmaker

  • Telly Spring Boots

  • Elmo Rolley-Thingys

  • Oscar Trash-Pack

  • Abby's Fairy Wings

Visual Identity & Solutions

For preschoolers, clarity is everything—the interface had to communicate without words. The HUD, icons, and interactives were designed with bright, simple shapes and strong contrasts so that actions and options were always obvious. Every element was tested against a single question: could a child understand this at a glance? By stripping away clutter and emphasizing iconic forms, the HUD became less of a barrier and more of a visual playground.

The in-game icons and interactives were crafted as extensions of the characters and tools. Each Mecha Part had a consistent visual identity—color, shape, and animation style—that made it instantly recognizable in the heat of play. This reinforced learning through repetition: a child could see the hammer or the energy tool and immediately know how it might interact with the world. The visual design carried the “teaching” load, sparing the need for text or complex instructions.

To tie it together, I relied on toolchangers and short, explanatory animations that played when new parts were introduced. These acted like Sesame’s on-screen teaching moments, folding seamlessly into gameplay. Instead of breaking the flow, the animations modeled how a tool worked in a way that felt celebratory and empowering. By aligning HUD, icons, and animations with Sesame’s visual language, the design ensured that every interaction was legible, inviting, and joyful for its youngest audience.

Review & Reception

Because this was a preschool-focused project, success wasn’t measured in high scores or completion rates, but in how easily children could enter the world and feel part of it. Watching play-throughs and tests, I saw that players were able to navigate the HUD, select tools, and interact with puzzles without needing written instructions. The feedback loops—character dialogue, animations, and environmental changes—kept them engaged, and mistakes never stopped the flow of play.

Externally, the game’s release as an official Sesame title is itself a strong signal of success. The brand is extremely protective of its educational values, and for Mecha Builders: The Game to ship as part of the franchise meant that the UX met their high bar for accessibility and learning outcomes. In public playthroughs, like the one above, you can see how smoothly the game runs and how intuitive the interactions feel even when viewed secondhand.

For me, the project was also a learning experience. I was proud of how the design distilled the show’s big, bright energy into interactions that felt effortless for young players. At the same time, I came away with ideas for how future iterations could go deeper—adding more variety in tool use, layering progression, or expanding accessibility for children with different motor or cognitive needs. Reception, in this sense, was both validation and fuel for growth.