Skip to content
Brain Gym Games — platform screenshot

Platform · Level Up Training Center · 2026

Brain Gym Games

Fourteen adaptive cognitive games with 20 levels each, built as both training and measurement.

Browser-based cognitive training arcade for Level Up's language-development program: working memory, attention, reasoning, processing speed, reading and spelling. Every game has 20 levels with separate timing for under-18s and adults, and every round produces a structured score.

My role
Game design and front-end engineering
Stack
JavaScript · Canvas / DOM animation · Adaptive timing · Web Audio · Local progress storage
Microsoft-ecosystem fit

▸ Accessibility: large targets, keyboard controls, plain language

14

Brain Gym exercises

20

Levels per exercise

~3 s

Per answer at level 1, faster each level

Brain Gym Games — main screen

Source · Captured in play from the program build (18+ profile, level 1)

The arcade.

10 captured screens

Brain Gym Games: Neon Lights

01Neon Lights

Working memory

Brain Gym Games: N-Back Grid

02N-Back Grid

Working memory

Brain Gym Games: Schulte Table

03Schulte Table

Speed and attention

Brain Gym Games: Block Memory

04Block Memory

Visual short-term memory

Brain Gym Games: Matrix Reasoning

05Matrix Reasoning

Non-verbal reasoning

Brain Gym Games: Code Breaker

06Code Breaker

Processing speed

Brain Gym Games: Rotate It

07Rotate It

Spatial perception

Brain Gym Games: Color Words

08Color Words

Attention and inhibition

Brain Gym Games: Speed Reader

09Speed Reader

Reading speed

Brain Gym Games: Target Tap

10Target Tap

Hand-eye coordination

01 — Problem

Learners needed daily practice that stays challenging as skills improve, and trainers needed that practice to produce comparable scores instead of anecdotes.

02 — Approach

  1. 01

    Each game targets one cognitive skill: N-Back for working memory, Schulte Table for attention, Matrix Reasoning for non-verbal reasoning, Code Breaker for processing speed.

  2. 02

    Twenty levels per game. Time per answer, sequence length and rule complexity tighten as a learner passes each level; adults train on a faster curve.

  3. 03

    Neon Lights, Block Memory and Target Tap use light, colour and motion as the stimulus, so the games read clearly on phones and tablets.

  4. 04

    Every round records accuracy, response time and level reached; those scores feed the assessment and the automatic reports.

03 — Architecture

System architecture

  1. S01

    Game engine

  2. S02

    Level curve (20)

  3. S03

    Age profile

  4. S04

    Round scores

  5. S05

    Progress store

  6. S06

    Reports

Outcome

Practice became measurable: every session produces scores that trainers and families can compare over time.

Next project

Assessment Bundle & Report Generation

Assessment Bundle & Report Generation — platform screenshot