Where the Wild Beasts Roam / Wildlife camera game

Product design + development

I designed and built a wildlife camera game.

I turned the camera decisions I make in the field into a browser game people can practice with. I shaped the lessons, worked through the controls and used AI to help write and refine the code. The game is part of Where the Wild Beasts Roam, alongside the wildlife planner.

See how I built it Explore the planner case study ↗
My work
Game design, camera behavior, interface and AI-assisted development
Built with
HTML, CSS, JavaScript and Three.js
Status
Available to existing paid members
Where the Wild Beasts Roam · Camera game
The working wildlife camera game on desktop, with the grizzly viewfinder beside the camera controls
Two white phones showing the wildlife camera game
Actual game screens on desktop and mobile.

The planner helps people prepare for the drive. The game lets them practice the camera decisions behind the photo.

Chapter 1 of 6

Why I built it

I wanted people to see what their settings actually change.

I spend a lot of time out photographing wildlife. I’m watching the light, where the animal is looking and whether it’s about to move. The camera settings have to work with that moment.

I wanted to bring those decisions into Where the Wild Beasts Roam. Someone could try a setting, take a photo and see the result before trying a different approach. That became the camera game.

The basic loop

See the moment. Make a choice. Look at the photo.

01 Read the sceneThe grizzly scene with shutter speed, aperture and ISO visible

Watch the light and the animal.

02 Change a settingThe actual game with a faster shutter speed and a wider aperture selected

Work through a camera choice.

03 Review the photoAn actual photo generated by the game showing the grizzly and Old Faithful

See what happened and try again.

Real game screens and a saved game photo. These illustrate the loop; they are not three consecutive moments from one playthrough.

My decision

Make the result visible. Changing a number only helps someone learn if they can connect it to the photo.

Chapter 2 of 6

One setting at a time

I brought the control into the lesson.

The game has shutter speed, aperture, ISO, light, movement and focus. Putting all of that in front of someone at once made the first lesson harder to follow.

I worked through the lessons so each one asks for a specific choice. In the shutter lesson, someone selects 1/60 second, takes a test photo, then tries 1/1000. The relevant control sits with the instruction, and the matching camera reading is highlighted. The other settings are still there when they want to experiment.

The shutter control sits beside the instruction. Someone can make the choice without searching through the other settings.

The nine lessons
  1. Meet shutter speed
  2. Meet ISO
  3. Meet aperture
  4. Read the light meter
  5. Choose your focus
  6. Beat the blur
  7. Catch the pause
  8. Balance shutter and ISO
  9. Get the shot

Free practice lets someone try their own settings outside the guided comparisons.

What I changed

Explain the choice, put the real control beside it, then show what that choice does.

Chapter 3 of 6

Make the difference visible

Two photos needed to tell the same story.

One problem showed up in the shutter lesson: a slow shutter could still look sharp if the animal happened to be standing still. Comparing that to a different moving moment didn’t explain the setting clearly.

I changed the guided test so both photos replay the same head movement. That gives someone a clearer way to compare shutter speeds. The timing lesson works differently: they watch the live movement and choose when to take the photo themselves.

The faster shutter game photo
The slower shutter game photo
1/60 s · ISO 1001/1000 s · ISO 1600

Both photos use f/11. Auto ISO changes from 100 to 1600 to keep brightness comparable. The comparison shows the effect on movement blur.

For aperture, I kept the daytime moose scene paused and shutter speed at 1/1000 second. Auto ISO changes with the opening so the background difference is easier to see. These are photos from the game, not edited blur effects added to this case study.

My decision

Control the guided comparison so someone can understand the setting. Keep free practice open for the moments they choose themselves.

Chapter 4 of 6

How I worked with AI

I worked through the game as we built it.

I used AI as a development partner. It helped write and revise the code. I brought the photography experience, decided what the lessons needed to explain and reviewed how each version actually behaved.

That meant going back and forth on the details. Could someone see the blur? Did the meter agree with the photo? Did focusing on the eye change the result? Was the instruction asking for something the controls could actually do?

01

Work through the decision

Describe the camera behavior and what someone needs to understand.

02

Build it with AI

Turn that direction into a working interface and simulation.

03

Try it and refine it

Take photos, inspect the result and work through what needs to change.

What sits behind the interface

HTML, CSS and JavaScript

The lesson steps, camera controls, comparisons and responsive layouts.

Three.js

The 3D animals, scene and camera simulation, connected to the settings and generated photo.

Saved progress

Lesson checkpoints and completion live in browser storage. This is not account-based or cross-device recovery.

Separate parts

The build keeps scene, camera, photo, lesson and progress behavior in separate modules so changes can be checked more closely.

I checked the behavior, not just the screen.

The build records include checks for exposure calculations, lesson progression, saved photos, keyboard controls and different screen sizes. I also worked through visible problems, including focus targets, photo comparisons and the animal’s position in the scene. These are development checks, not evidence of customer learning outcomes.

My role

Set the direction, work through the choices, review the working result and keep refining it. AI helped with implementation throughout that process.

Chapter 5 of 6

Make room for the photo

The photo still had to be the focus on a phone.

On desktop, the scene and settings can sit beside each other. A phone needs a different arrangement. I kept the camera readings with the picture and put the relevant lesson control beside its instruction.

Long instructions and small comparisons made the first lesson harder to use. I shortened the steps, made the comparison photos easier to inspect and kept restart and help available. The game also has a full-screen view that keeps the camera controls with the scene.

Someone can leave and come back to their saved lesson in the same browser. That matters when they’re working through a few choices at a time.

What I kept checking

Can they see the animal, understand the current setting and reach the action they need next?

Packy’s supplied white-phone artwork showing the game’s picture, camera readings and photo action
The same game, arranged for a smaller screen.
The daytime moose scene keeps the picture, camera readings and lesson together. The optional camera tour introduces these controls before someone starts practicing.

Chapter 6 of 6

What works today

I can show the game working.

The current build has two wildlife scenes, nine guided lessons and free practice. People can change their settings, focus, take photos, compare results and keep their lesson progress in the same browser.

Existing paid members can now play the game from their account page on Where the Wild Beasts Roam. I added it alongside their planning tools so they can plan the drive and practice the camera in the same place.

Working now

Camera simulation, lessons, photo comparisons, free practice and browser-saved progress.

What comes next

Prepare the public game page and announcement.

Game imagery and credits

The screenshots show a simulation. The interface and game behavior are my work with AI-assisted development; the animal models include work by other creators.

Grizzly: “Grizzly Bear” by freddy1231, CC BY 4.0. Scale, orientation, materials and head animation adjusted for the game. Supplied through Ai2’s Objaverse.

Moose: “Low Poly: Moose - Anim Test” by Ulrik Langvandsbråten, CC BY 4.0. Colors and motion adjusted.

Old Faithful background: NPS / Jacob W. Frank, public domain. Grand Teton background: Where the Wild Beasts Roam.

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