The story of Blobscape surrounds the wrongful imprisonment of the character Squish by the evil Blob King.  The users' task is to break Squish out of jail and stop the evil Blob King from imprisoning others.  Collect Squish and his friends, play and explore the inside of Blob King's tower.  
Initial Concepts
Concepts were created from insights gained through initial research.  A broad range of toy ideas were explored in search of a creative direction.  At this point, an age group was selected but multiple categories were being explored.
An escape room style playset with hand tools and characters
An escape room style playset with hand tools and characters
Wooden blocks with pins and twine attachments
Wooden blocks with pins and twine attachments
A learn-to-garden kit to get kids into nature
A learn-to-garden kit to get kids into nature
The ultimate snow fort kit
The ultimate snow fort kit
Concept Development
After narrowing the design direction to an escape/puzzle style toy, more research and concept development occurred.  Three concepts were developed, one is shown below.  Similar to other puzzle games that use a marble, the character would need to be rounded to ensure smooth movement through the internal mechanisms.
Three-quarter view and front view of the toy concept named Dr. Conveyor's Lair
Three-quarter view and front view of the toy concept named Dr. Conveyor's Lair
Insertion of character and initial steps
Insertion of character and initial steps
Additional steps and challenges
Additional steps and challenges
Final steps and how to win or lose
Final steps and how to win or lose
A quick sketch model to understand dimensions of toy
A quick sketch model to understand dimensions of toy
Further Concept Development
Following input from both industry and educational advisors, the design was adjusted to be less linear.  This way the game would be based more on both chance and skill to increase re-playability.
A redesign of the toy pulls inspiration from 80's marble adventure games and increases playability with a randomized start and skill based obstacles
A redesign of the toy pulls inspiration from 80's marble adventure games and increases playability with a randomized start and skill based obstacles
Possible conveyor spindle design
Possible conveyor spindle design
Circle maze design with one entrance and exit and multiple wrong exits
Circle maze design with one entrance and exit and multiple wrong exits
Detail Development
Once some of the details were worked out, the drawing took a back seat and model making began.  Sketch models were created to learn how different components would fit within a given space.  Additionally, a few play pattern changes were made to create a game with more mystery, similar to puzzle boxes found on the market today.
The front face of game concept
The front face of game concept
Auger turned by knob brings Squish to the conveyor
Auger turned by knob brings Squish to the conveyor
Conveyor turned by pulling lever down
Conveyor turned by pulling lever down
Dial controls the circle maze
Dial controls the circle maze
Cracking the lock pick puzzle
Cracking the lock pick puzzle
The inner mechanics of the lock pick
The inner mechanics of the lock pick
Final Concept
A final redesign incorporated the option to open up the toy and use it as a playset, similar to a doll house or a Hot Wheels garage.  Additionally, the idea of collectable characters would allow for playset add-on packs with new characters. Future iterations of the toy may even have different playsets with new characters in each set.
A final drawing to ensure both team members were working toward the same vision
A final drawing to ensure both team members were working toward the same vision
The front face of the toy
The front face of the toy
The model opens up to reveal the playset
The model opens up to reveal the playset
**CAD work and illustration by Ray Daniel and Lewis Hui
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