Breadcumbs | Game
An interactive arcade game inspired by the experiences of displaced Syrian children
Exhibited at Protein Studios in Shoreditch
Brief:
The brief challenged us to design a piece of graphic communication that requires physical user interaction, encouraging engagement, surprise, and critical reflection — suitable for a public exhibition space.
Outcome:
I created a side-scrolling platform game where players take on the role of Ahmed, a 12-year-old Syrian boy navigating a war-torn environment to collect breadcrumbs for his siblings. Inspired by Super Mario, the visual style is familiar and approachable — a deliberate contrast to the serious subject matter.
Players must dodge tanks, soldiers, and explosives while collecting crumbs — learning more about Ahmed’s life and the reality faced by many displaced children. The difficulty level reflects the harshness of that reality — the game is hard, because Ahmed’s life is hard.
Exhibition:
With the help of my friend and product designer Casper Viriri, we built a custom arcade cabinet for public interaction. The game was exhibited at Protein Studios in Shoreditch, where it was well received and sparked meaningful conversations around conflict, empathy, and the power of design.