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Featured Strand Forge × Bohemia Interactive 2023 – 2026

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.

  • Systems design
  • Proprietary editor
  • Progression
  • Educational design
  • Unity

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

Best work

Colony

Turn-based colony builder: seven resources, terrain-dependent yields, pollution and happiness meters, and dilemma events with costed choices.

  • Turn-based
  • City builder
  • Resource economy
  • Event system
  • Progression & unlocks
  • Systems balancing
  • Educational game
View lesson

Cyber 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.

  • Educational game
  • Cybersecurity
  • Puzzle design
  • Tool-selection mechanic
  • Quiz & validation systems
  • Narrative framing
View lesson

Viruses

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.

  • Educational game design
  • Decision systems
  • Turn-based combat
  • Cybersecurity literacy
  • Narrative framing
  • Content design
View lesson

Digital 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.

  • Life-sim progression
  • Branching narrative
  • Stat economy
  • Scenario design
  • Digital literacy
  • Educational game
View lesson

Social 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.

  • Educational game
  • Content moderation loop
  • Scoring & fail states
  • Simulated app UI
  • Reward curve tuning
  • Environmental storytelling
  • Systems design
View lesson

AI 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.

  • Educational
  • AI literacy
  • Third-person exploration
  • Keycard progression
  • Collectibles
  • Dialogue quiz
  • Puzzles
  • Office setting
View lesson

Castle 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.

  • History
  • Exploration
  • Information gathering
  • Progression & unlocks
  • Heritage site
  • Unity
View lesson

IT 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.

  • Large team project
  • Entrance test
  • Logic puzzles
  • Creative thinking
  • Minigames
  • Key progression
  • Unity
View lesson

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