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Educational Interactive Games
Bohemia Interactive | Six lessons, six systems
A series of educational interactive lessons made at Strand Forge in collaboration with Bohemia Interactive, authored inside a proprietary game editor running on Unity. Each lesson had to teach a specific topic — passwords, malware, social media, digital footprints, artificial intelligence, resource management — while still working as a game. The design problem was the same every time: find the system that makes the lesson's idea something a student plays, not something they are told.
My role
- Designed gameplay logic, interactions, rules, progression and scenario structure for the lessons, working within the constraints of the editor rather than programming the underlying Unity systems directly.
- Translated educational goals into mechanics: turning a learning objective into a loop with its own economy, feedback and failure states.
- Built each lesson to stand on its own — a student can finish one in a single session without needing the others.
Systems I designed
- Resource economies — multi-resource production chains with per-turn income, costs and dependencies.
- Costed decisions — dilemma events where each option carries an explicit price, including probabilistic gambles.
- Progression gates — unlock chains that pace the lesson and stop a student skipping to the end.
- Stat and meter systems — happiness, pollution, health and character stats that turn an abstract lesson into a number the student can watch move.
- Triage and judgement loops — repeated keep/discard, allow/deny decisions where the wrong call has a visible consequence.
Gallery
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