Inspiration
Fossils Frontier began with a simple question: what if the excitement of discovering fossils could be combined with the long-term satisfaction of building and managing your own prehistoric park?
We wanted to create a game where players do more than collect extinct animals. They actively take part in the entire journey: choosing an expedition, uncovering fossils, cleaning bones, assembling skeletons, reviving creatures, and finally caring for them inside a growing park.
The project also builds on our interest in creating games that blend entertainment with learning. Players can revive animals such as the woolly mammoth, Irish elk, dodo, saber-toothed cat, and giant ground sloth, while learning short and interesting facts about how they lived, what environments they came from, and why they became extinct.
What We Designed
Fossils Frontier is a mobile-first 3D simulation and management game.
The core gameplay loop is:
- Choose an expedition.
- Search for fossil-rich areas.
- Excavate and clean the fossils.
- Assemble the skeleton inside the research lab.
- Revive the extinct animal.
- Build and improve its habitat.
- Earn resources and unlock new expeditions.
The game is designed around short, touch-friendly sessions. Digging uses simple tools such as brushes, chisels, scanners, and extraction kits. Skeleton assembly works as a drag-and-place puzzle, while the park provides longer-term progression through animal care, habitat upgrades, visitor rewards, and collection goals.
Players also earn a Frontier Score for discoveries, completed skeletons, revived animals, habitat upgrades, and collection progress. This score allows players to compare their parks with friends and compete through weekly rankings.
How We Built the Design
We started by defining the player fantasy: bringing extinct animals back to life and building a park around them.
From there, we divided the experience into three main parts:
- The Fossil Site, where players search, dig, and recover bones.
- The Research Lab, where fossils are cleaned, studied, assembled, and revived.
- The Prehistoric Park, where animals are cared for and habitats are upgraded.
We then mapped the first 15 minutes of the player experience to make sure the game quickly delivers its main promise. The player begins in a small park, completes a guided expedition, discovers their first fossil, assembles part of a skeleton, and works toward reviving their first woolly mammoth.
The game was designed for portrait mobile play, with large touch targets, clear information, short interactions, and a consistent 3D visual style. We also created gameplay mockups for the park hub, excavation screen, assembly lab, and sanctuary management screen.
What We Learned
One of our biggest learnings was that the concept became much stronger when we focused on a clear mobile loop instead of trying to make the experience too broad.
The most important part of the design is not simply having many prehistoric animals. It is making every stage of discovery feel rewarding. Brushing dirt away from a fossil, completing the final part of a skeleton, and watching an extinct animal enter the park must each feel like a meaningful achievement.
We also learned that educational content works best when it is connected to rewards and discovery rather than presented like a lesson. Animal facts are therefore introduced through fossil analysis, revival moments, habitat information, and collection cards.
Challenges
The main challenge was balancing three different gameplay styles: excavation, puzzle-solving, and park management.
Each part needed to feel different, while still contributing to the same goal. We addressed this by making every activity feed directly into park growth. Fossils lead to skeletons, skeletons lead to revived animals, and revived animals lead to visitors, resources, upgrades, and new expeditions.
Another challenge was deciding how much social competition to include. Real-time multiplayer would increase the scope and make the game more difficult to build. Instead, we designed the core experience as single-player and added lighter social features through friend rankings, weekly competition, and future park visits.
We also worked to keep the visual design readable on mobile. Earlier concepts contained too much information and decoration, so we simplified the screen layouts, strengthened the yellow-led color system, and focused on clear actions and large interactive elements.
What Comes Next
The first version would focus on one complete and polished experience: one expedition region, the full fossil recovery loop, the research lab, the woolly mammoth revival, and a working habitat management system.
Later versions could add more animals, new regions, timed expeditions, seasonal discoveries, deeper park customization, and cooperative community events.
We would also like players to visit one another’s parks, walk through their paths and habitats, view their revived animals, and compare how each park has been designed.
Fossils Frontier is designed to make players feel like explorers, scientists, and park builders at the same time turning every fossil discovery into the beginning of a new life.
Built With
- figma
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