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Career Training Simulations
Serious Games

Career Training Simulations

Professional experience

ROLE
Game & Systems Designer
Team size
7
Duration
2024- Present
Engine
Unity
Genre
Serious Games
Platform
WebGL

Disclaimer

Due to client confidentiality and NDA restrictions, certain project assets, interfaces, and implementation details cannot be publicly shared. This case study focuses on my design process, production methodology, systems thinking, and contributions across multiple educational simulation projects.

Project Overview

A collection of career-training simulations designed to translate real-world job tasks into interactive 3D learning experiences. Across multiple projects and sectors, my responsibilities varied with the project scope—from early research, task design and prototyping to full gameplay design and implementation. Each project required adapting the experience to different client, educational and production requirements while maintaining reusable interaction patterns across sectors.

Healthcare

Surgical procedures, patient care and clinical task simulations.

Technician

Electrical, mechanical and technical maintenance simulations.

Hospitality

Restaurant order handling and workplace interaction scenarios.

ICT

Software development and technical workflow simulations.

Construction

Bricklaying, carpentry and practical construction task simulations.

My role

I translate vocational workflows into playable tasks, working with artists and developers from task analysis through Unity prototyping and validation

Core Responsibilities

Game Design

  • •Gameplay & task flow design
  • •Interaction design
  • •Progression & feedback
  • •Player guidance & onboarding

Systems Design

Defined reusable task systems, including rules, states, dependencies and completion conditions

Reusable Task SystemsState & Progression LogicInteraction RulesValidation LogicSystem Dependencies

Prototyping & Implementation

Built Unity prototypes to test interaction concepts and provide developers with implementation references

UnityRapid PrototypingInteraction TestingTechnical DesignDesign Validation

Project Gallery

Medical simulation

Medical simulation

Task system

Modular HUD Design

Modular HUD Design

Cross-Industry Component Library

Gallery image
Gallery imagePrototype
Gallery imagePrototype

Design Process - Client request to Playable experience

01

Client Goal

02

Learning Objectives

03

Task Breakdown

04

Core Gameplay Loop

05

UI Flow

06

Prototype

07

Testing

08

Delivery

The Problem

The challenge

  • Translating educational requirements into engaging gameplay
  • Balancing learning outcomes with player motivation
  • Working across multiple disciplines and stakeholders
  • Maintaining production timelines while adapting to changing requirements
Challenge visualization

Technical Frameworks

Task Behavior Examples

Behavior2D Sorting Minigame3D Focused Task
RulesEach item must be placed in its matching container.Valid actions and completion requirements are defined for each task.
StatesReady → interacting → checking placement → continuing or completed.Ready → task in progress → completed or failed.
RecoveryIncorrect placements return the item to its starting position for another attempt.A failed attempt restarts the task.

2D Learning Minigames

To vary the learning experience and support tasks that did not require full 3D interaction, I designed reusable 2D activity formats that could be populated with sector-specific content.

Knowledge ChecksSortingSelection TasksSequencing

3D Focused Task Framework

Designed and developed configurable, step-by-step interactions for detailed vocational tasks, using shared task families across different jobs.

Object PlacementPath TracingTool OperationInspection

Configurable Placement System

Created configurable placement interactions with target positions, rotation tolerances and task sequences.

Brick PlacementObject AssemblyMaterial Placement
UI/UX and interaction prototype

Vocational Spatial Systems

GAMEPLAY TASK BREAKDOWN/MODULE 04

Brick Placement

I designed the brick-placement interaction to translate a construction task into a guided gameplay sequence, using positioning rules, placement validation, and corrective feedback.

Prototype
In engine capture
01

Player Goal

Understand the bricklaying sequence and position each brick in its designated location.

02

Rules & Validation

Players use movement and rotation controls to align bricks with highlighted placement targets. The system checks whether each brick is positioned correctly.

03

Feedback & Recovery

On-screen instructions guide placement and provide corrective feedback when a brick is incorrectly positioned, allowing players to adjust their approach.

04

Next iteration

Refine placement tolerances and feedback based on observed player errors to make the interaction more intuitive without removing the challenge.

5+

VOCATIONAL SECTORS

Reusable

Frameworks across multiple sectors

2

Client projects

Key outcomes

6 sectors designed

Frameworks reuse

I designed gameplay and task systems across Healthcare, Hospitality, ICT, Technical, Construction and Logistics. Five sector simulations are complete; Logistics remains at the design stage, pending development.

🚀
5 Simulations Completed
Designed playable job experiences across multiple vocational sectors, taking them from task analysis and gameplay design through prototyping and design validation.

What worked

  • ●Breaking real-world workflows into clear gameplay loops created focused, understandable simulation experiences.
  • ●Reusable interaction systems allowed existing mechanics to be adapted across different jobs and scenarios.
  • ●Early Unity prototypes helped validate mechanics and interaction rules before full implementation.
  • ●Consistent guidance, feedback, and task progression helped players understand what to do without removing meaningful decisions.

Learning

Designing the system before designing the individual scenario made it easier to identify which mechanics could be reused, combined, or adapted across different job experiences.

SYSTEMIC DESIGN

A common interaction framework could support different player actions by changing task rules, validation, tools, and context rather than rebuilding the mechanic itself.