Educational Interactive Games
Bohemia Interactive | Educational lesson series
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. Only a few selected lessons are shown here: a number of the newer and better-looking ones are under NDA and cannot be published.
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 the lessons to stand on their own — a student can finish one in a single session without needing the others.
- On most of the lessons I also divided the work across the team: text and the 2D and 3D art were done by others. IT NeŠkola is the exception — a large project where I only helped out with the logic of the minigames.
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.
Company I worked on it with
Lessons in the series
Colony
Turn-based colony builder: seven resources, terrain-dependent yields, pollution and happiness meters, and dilemma events with costed choices.
View lessonCyber Agent
Spy training in password security: crack labelled locks with character-class hammers, route power to biometric scanners, then compare and compose passwords under a validator.
View lessonViruses
A digital-safety lesson in three rule sets: triaging files in a "virtual workshop" that stands in for a computer desktop, vetting apps at a firewall gate, and a turn-based duel with the virus in the router.
View lessonDigital Footprint
A five-phase life simulation, from Tween to Senior, where every online choice feeds three stats, a badge at the end of the phase, and a digital footprint you carry forward.
View lessonSocial Media
An online-safety lesson in three acts: moderating a live chat against a posted rulebook, growing a following clip by clip, and getting lost in a feed that never ends.
View lessonAI Corp
A guided tour of a fictional AI company's headquarters, where five colour keycards, four robot parts and interactable exhibits gate a walk through the basics of artificial intelligence.
View lessonCastle Kost
A history lesson in a recreation of Kost Castle, where the student collects information by walking the site and a collection threshold unlocks horse riding, then crossbow shooting.
View lessonIT NeŠkola
Entrance test for the IT NeŠkola programme: puzzle minigames set around a recreation of the Zelená hora pilgrimage church, worked through before the player can get inside.
View lessonGallery
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