Badge Academy
A mobile game simulating police training, designed to recruit and inspire the next generation of officers.
Dutch Police, Amsterdam (NL), 2021
The overview
Badge Academy is an Android game developed for the Dutch National Police to give teenagers a taste of the force. Instead of a dry public service announcement, the app drops players into a simulated training academy where they earn badges, tackle live cases, and hunt down an entire family of recurring criminals, each with their own backstory and personality.
To keep the game replayable, players face random encounters with the family members across eight distinct mini-games. The real test of focus comes from intentional distraction screens where characters jump out mid-game to break the player’s concentration. It takes the high-stress reality of police work, from administering first aid to chasing suspects, and packages it into a competitive, goal-driven experience that slyly doubles as a recruitment tool.
The work
A one-designer show, me, which meant building the entire visual world, UX/UI, and interaction logic from scratch. My favorite challenge was playing character designer: I illustrated all six members of the criminal family, giving each one a distinct backstory to anchor the narrative. From there, I mapped out the interaction mechanics for the eight mini-games and the focus-breaking distraction screens.
The real tightrope walk was the branding. I built a vibrant, high-energy gaming environment that screams “teenagers,” while strictly adhering to the official corporate color palette of the Dutch National Police. It was a lesson in balancing institutional authority with teenage engagement, but above all, a great way to view criminality from a cartoonish, more pleasant-than-reality perspective.
The result
- Owned the end-to-end design as the sole creative, handling everything from character illustration to full UX/UI execution.
- Built the narrative backbone by designing and illustrating a family of six distinct criminal characters.
- Designed eight randomized mini-games and focus-testing distraction mechanics to maximize player retention.
- Built a credible brand identity rooted in an official government palette that still felt like a mobile game.
- Gamified real-world police training into engaging visual experiences for a teenage audience.
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Parassita
Personal project, Amsterdam (NL)