Adaptive Game — Design Placeholder
EVE Glyph Design: Education Stream
Format: Interactive form, paired with the children's handbook.
Audience: Children (ages 6–14). See docs/audience.md.
Status: Placeholder design document. Full specification to follow.
Purpose
The game is the interactive extension of the handbook. Where the handbook teaches by reading, the game teaches by doing. A child who has read Chapter 1 of the handbook already has enough to begin the game. A child who has played the game will understand the handbook more deeply when they return to it.
The two forms — book and game — are not independent. They are the same education, expressed in different modes. They are designed to reinforce each other.
Core Loop
The fundamental pattern of play:
- Encounter. The child encounters a glyph in the game world. The glyph is presented simply — a shape on the screen, in a scene, in a story moment. No instructions. Just the shape.
- Decode. The child is asked: What does this shape mean? What is its job? They choose from simple options, or draw/tap their interpretation. There is no penalty for wrong first guesses — the game responds to where the child is, not where they are supposed to be.
- Build. The child makes a glyph of their own in response to what they decoded. This is not copying — it is reply. If that shape said X, what shape would you use to say Y?
- Return. The child's glyph enters the game world as their mark. It stays. It can be seen again. The child has left a footprint.
The loop repeats. Each cycle, the shapes are slightly more complex. The meaning is slightly less obvious. The building requires slightly more choice. The child's glyph vocabulary grows.
Adaptive Mechanics
The game reads the child and responds. This is not optional — it is the design.
What the game adapts:
| Dimension | How It Adapts |
|---|---|
| Difficulty | Glyphs become more abstract as the child demonstrates comprehension. They simplify when the child struggles. |
| Vocabulary | Language in prompts and feedback adjusts to match demonstrated reading level. |
| Pacing | Some children decode quickly and want more; some need time. The game waits. |
| Content themes | Themes shift toward what the child has engaged with most. A child who loved the Eve story gets more narrative. A child who loved the drawing exercises gets more building. |
What the game does NOT adapt: the core honesty of the glyph. A triangle is still a triangle. A footprint still means "someone was here." The methodology does not bend for preference.
Reading the Real World (Camera / AR — Optional Later)
The game is designed with a future layer in mind: the ability to point the device's camera at the real world and receive a glyph reading in return.
- A child points the camera at a stop sign → the game responds: That's an octagon. What's its job? Can you make a shape with the same job?
- A child points the camera at a building logo → the game responds: I see a shape trying to say something. What do you think it's saying?
This layer is optional and future-phased. The core game works entirely without it. The AR layer is additive — it makes the game richer, not possible.
When the AR layer is active, the game reads the real world and returns education in real time. The child is not told what to see — they are helped to see what is already there.
Data Posture
The game collects no data beyond what is needed to adapt locally on the device.
- No behavioral profiles sent to servers. Adaptation state lives on-device.
- No advertising targeting. The game has no advertising.
- No data brokering. Ever.
- No account required. A child can play without creating an account. Progress is saved locally.
- If a parent creates an account to enable cross-device progress, only the minimum required sync data is stored, encrypted, and never sold or shared.
The data posture is governed by the EVE Glyph Design copyright umbrella and the Pacific Utilities Design Council stewardship framework. If this ever goes to an app store, the privacy nutrition label must reflect this posture exactly.
Relationship to the Handbook
| Handbook Chapter | Game Counterpart |
|---|---|
| Chapter 1: What Is a Glyph? | Level 1: Encounter your first glyph |
| Chapter 2: The Eve Story | Narrative mode: play alongside Eve |
| Chapter 3: Reading the World | Observation challenges: what shape is doing the work? |
| Chapter 4: Making Your Own Glyph | Build mode: full glyph creation tool |
| Chapter 5: Sharing Safely | Gallery mode: your glyphs, watermarked, safe |
© 2026 Dany Theriault. EVE "digital stem cell" glyph and glyph-based design principles — all rights reserved. Stewardship of rights of use and assignment for large public and institutional usage rests with the Pacific Utilities Design Council. Published as a time-stamped record of authorship and intent.
© 2026 Dany Theriault. EVE “digital stem cell” glyph and glyph-based design principles — all rights reserved. Stewardship of rights of use and assignment for large public and institutional usage rests with the Pacific Utilities Design Council. Published as a time-stamped record of authorship and intent.
pour le bien-être du peuple