Zendino
A breathing biofeedback game for children, built in React and Canvas at Self Aplicações Tecnológicas para Saúde, Educação e Bem-Estar.
- TypeScript
- React
- Canvas
- Vite
- Web Bluetooth
This project is covered by confidentiality. The page describes only the technical nature of the work, with no internal details, data or proprietary code.
About the project
Zendino is a breathing biofeedback game in which the child interacts with a dinosaur while following a guided breathing exercise.
The game uses animations and scenery elements as visual feedback, to make the activity more intuitive and keep the experience suited to children.
I developed the game logic, the animation system, the integration with a heart-rate sensor and the communication with the platform that runs the sessions.
Key technical challenges
- Building an interactive experience with Canvas.
- Animations synchronized with the breathing cycle.
- Integration with heart-rate sensors through Web Bluetooth.
- Processing physiological data in the browser.
- Different difficulty levels for the biofeedback.
- Working with or without a connected sensor.
- Handling a lost connection without interrupting the experience.
- A state system controlling the different stages of a match.
- Optimized rendering to keep the experience smooth.
- A tutorial that reuses the game’s own components and rendering logic.
Architecture
The game logic was separated from the rendering layer, so the behaviour rules can be tested independently of the visual elements.
The animation loop uses Canvas to drive rendering frame by frame, while React remains responsible for the application structure and the high-level state.
The experience was also built for different screen sizes, keeping proportions and positioning consistent.
Biofeedback
The game can receive data from a heart-rate sensor through Web Bluetooth.
The intervals between heartbeats are processed in the browser and used to produce a biofeedback indicator that influences the character’s behaviour.
When the sensor is unavailable or the connection drops, the game falls back to an alternative behaviour that keeps the session running.
What this project demonstrates
This project combines game development, frontend, animation, physiological data processing and Bluetooth hardware integration.
More than building an interactive interface, the challenge was turning biofeedback rules into a visual experience that is simple and understandable for children.
Confidential project. The information presented has been deliberately limited to general technical aspects, without exposing code, user data or internal product details.
Project completed in 2026.