All work

The whole build, milestone by milestone, is in the full story. Read the full story

CLIENT GAME · BROWSER · GAME DESIGN, 3D, DEVELOPMENT + CMS

Tide Keepers.

A board game that grew into an island.

A browser game about collective wealth: a walkable island, three playable keepers, choices that build a village and storms that test it, plus a CMS the client’s editors run themselves.

RoleGame design, 3D, Interaction design, Development, CMS
ClientNationSwell, with creative studio What Else
PlatformBrowser game for desktop, tablet and phone
Built withThree.js, Vite, Vercel, Neon Postgres, Meshy, ElevenLabs
Published · Updated
Finn the dolphin, Marina the owl and Drift the otter on the island grass beneath the Tide Keepers logo, with the striped lighthouse on the cliff behind them.

The brief

Help people feel what collective wealth means: a village is richer when its trust, knowledge and shared resources grow together.

What I built

Game design, 3D, interaction design, development and the CMS. It began as a digital board game, then NationSwell played a walkable version beside it and picked the island. Here is what shipped, in five parts.

Part 1

A walkable island

An artist-authored low-poly island at walking scale, with a landmark in every region: a lighthouse to climb, Marina’s treehouse, a harbour sail race, a river and falls, and a market. Day turns to night, and lanterns light up as you pass.

The whole island from the air.
Marina’s Roost.
Four boats lined up at the start of the sail race with a banner reading Race the tide.
The sail race.

Part 2

Three keepers, three ways to move

Drift the otter runs and belly-slides, Marina the owl flies and Finn the dolphin swims. I rigged, animated and compressed each one so it loads on a phone.

Drift · the WayfarerDrift runs and slides.
Marina · the ScholarMarina flies.
Finn · the Bay DolphinFinn swims.
14 MB → 727 KB
Marina the owl
435k → 105k
triangles on Drift
~722 KB
Finn, with his animations

Part 3

Choices that build the village

Players collect 40 path tiles. Each one opens a small dilemma, from tile copy by What Else, and civic choices appear on the island as buildings. Then storms gather, flood and scar the land, and the damage stays until someone repairs it.

A choice becomes a building.
The storm peaks.
The surge floods the meadows.

Part 4

Built for the phone in your pocket

It plays with touch, keyboard, mouse or a controller, and a phone can become the gamepad for a bigger screen. The sound is generated and curated, and the music follows the weather.

Phone view of the island with the score panel, a joystick and action buttons.
Touch play.
Full-screen How to Play on a phone, explaining Community and the score guide.
How to Play.
The Tide Settles results on a phone with scores and share options.
The Tide Settles.

Part 5

A CMS the client runs

Editors change every card, conversation and ending with a live preview, review each changed word before it publishes, and move objects on the live island in a 3D map editor. Insights, release notes and bug report packages sit alongside.

A Trust card open in the editor with the live tile preview on the right.
Editing a card with the live preview.
Review & publish showing an edited card with old words struck through and new words highlighted.
Word-level review before publish.

Where it landed

Tide Keepers is live at tidekeepersgame.com, and the client’s editors keep its words, endings and map current on their own.

The keeper picker on a phone, showing Drift the otter.

Client: NationSwell. Creative partner: What Else (tile copy, image references, character and board reference imagery and video). Game design, 3D, interaction design, development and CMS: Waldo.

GOT A GOOD “WHAT IF”?

Let’s make
something matter.
waldo@youfoundwaldo.com Or leave a voice note Products. Collaborations. Problems worth solving for people.