Mental Health for All Program

This EDC-led multimedia program supports youth in recognizing and managing mental health challenges early, before they become more serious. Piloted in the Philippines and designed for use by non-clinicians in countries where access to mental health professionals is limited—sometimes fewer than one per 100,000 people—it offers interactive audio instruction, animated video, touchscreen activities, and social media engagement. The aim is not to replace clinical care, but to provide culturally grounded, age-appropriate resources that foster emotional awareness, coping skills, and early help-seeking behavior. Ana M. Cetina led production across media formats, managing budgets, coordinating audio and video teams, supporting script development, and overseeing post-pilot revisions to strengthen the program’s impact.


Explainer Video

Each module includes a short explainer video to help break down key concepts visually and support deeper understanding. This example, created in collaboration with Baker & Hill, illustrates Module 2’s focus on the Thoughts–Feelings–Behaviors (TFB) model, making complex ideas more accessible.



MHA Song Medley

This song medley features excerpts from the original music created for the program. Each song reinforces a specific skill or tool introduced in its corresponding module—helping young listeners connect emotionally with the content and remember key messages through rhythm and repetition.



Mental Health for All – App Interface

Designed for low-resource settings where connectivity may be limited, this mobile app allows users to access each module's content offline. At the top, users can select the module they're working on and explore all related songs, stories, videos, and activities in one place, making the program easy to navigate, even without internet access.



Mental Health for All – Wellness Journey Game

Wellness Journey is a 2D adventure game designed for low-resource settings and inspired by classic video games. Players explore a familiar community setting, gaining emotional skills, solving challenges, and interacting with characters that personify feelings. Through puzzle-solving, dialogue, and guidance from animal spirit companions, players build self-awareness and resilience—translating game experiences into real-world insight.


"What It Felt Like" Documentary

"In the Executioner's Shadow" Documentary