A group of Nunavumiut youth are helping build a new Inuktitut typing game, promoting useful skills in a culturally accurate and appropriate setting.
The game is being developed in consultation with Ilitaqsiniq (Nunavut Literacy Council) and with design and content development aided by Nunavut youth. Called Iqalulikuluk, which translates to “a little place where there are fish”, the project is funded by Heritage Canada. It will be a PC-based offline application to support users as they build their Inuktitut syllabics skills in a fun and engaging way.
In collaboration with Lichen staff, the youth participated in a weekend workshop to learn the basics of game design, game mechanics and narrative development. They took a series of brainstormed ideas and refined and condensed them into three game design documents. These were then used to create the final product.

A Different Type of Game
Primarily aimed at Nunavumiut in schools, business, and government settings, the goal of the typing game is to provide an enjoyable, educational experience that is also culturally relevant.
“Developing typing skills requires long-term repetition, so creating an engaging experience is key to those goals. In addition, the game needs to be developed with minimal assets, to accommodate both a limited timeframe and the restricted digital infrastructure of the target area,” says Ian MacLean, a 2D Artist with Lichen.
Based on traditional ice fishing, the typing game features simple syllabics as well as long-form text entry with options for both Inuktitut syllabics and Roman orthographic input.
“Different levels of difficulty are available to remain more accessible for newer users, or challenging for those already comfortable with typing. Difficulty can be set by the user, but there is variance within each level, with fish being able to visually represent the difficulty of the exercises associated with catching them,” MacLean explains.
“Player metrics are given both in a score based on the size of the fish (generated by difficulty, speed, and accuracy), and displaying their words-per-minute and logged mistakes.”
Relevant Skills Development
MacLean says increasing proficiency in typing using Inuktitut syllabics will help cultivate literacy in the territories and provide support for the language as a whole. The goal is for this to continue the reduction of the digital divide between Canada’s northern and southern regions.
This was made easier through the assistance of the Nunavut Literacy Council.
“They were able to provide word lists in the most common dialect, and divided them by difficulty. This removes a lot of guess-work and additional consultation for us, and increases the efficacy of the game,” MacLean notes.
“They were also able to weigh in on what they thought was the best direction, out of the three design briefs presented. Their input on the narrative elements, created by the youth, flagged some potential problems for more conservative communities that we wouldn’t have been aware of, otherwise.”
It’s important to MacLean and to Lichen that users see themselves and their culture reflected in the game, showing that they have a place in digital media both in production and depiction. It seems workshop attendees felt the same.
“This project, in partnership with Ilitaqsiniq, has been an exciting and rewarding co-design process led by the community who will ultimately be playing the game,” says Ashley Beamer, Lichen’s Director of Productions.
“We’re looking forward to using Iqalulikuluk to promote digital skills training with our partners in the North.”
Shared Goals, Important Perspectives
Just as MacLean wants the game to reflect the culture of its users, workshop participants believed in the significance of true representation as well.
One participant, Kaaju, wanted to be involved because he felt increasing literacy in Inuktitut was important, and he wanted to ensure the game reflected life in Nunavut. Another, Karena, was interested in game development and aesthetic choices. She wanted to learn more about the development process as well as share her ideas about bringing adaptations of traditional stories to modern media. They both, it seems, have found their footing with respect to the world of digital skills while simultaneously impressing MacLean with their zealous approach.
“The enthusiasm of the youth involved in the project was wonderful, and bolstered my own spirits at a time when they were flagging. They were genuinely interested in actively learning and contributing. It was important to them that they had a say in the content and direction of something that was for and about them,” says MacLean.
Game On
While the main audience for the game are Nunavummiut in schools, government and business settings where internet or device access is limited, this new creation will soon be available for the public, regardless of location, to enjoy through our website.
At Lichen, we believe in equitable access to skills and technology. Making this game accessible to all, regardless of geography, emphasizes that belief. Furthermore, it highlights the importance of knowledge sharing within and across cultures.
“My hope is that the game will be well-received enough to meaningfully contribute to the presence of Inuktitut in the digital landscape” says MacLean.
“Games can be a great way to preserve and grow vulnerable languages.”