Learning Experience Design Case Study

Crafting a Game-Based Learning Experience

Learning Experience Designer & Game Manager 6 weeks pre-production · 3 weeks live delivery
Learning Experience Design Gamification Facilitation
The Design Process

Project Overview

Organisation

A creative learning consultancy, designing and delivering an experiential onboarding program for a global data storage company

My Role

Learning Experience Designer — co-designed the games, content, scripts, and production; served as Game Manager across all live sessions

Learners

150+ freshers transitioning from college to corporate life, across three concurrent batches

Stakeholders

Client L&D team, internal facilitators, external facilitators, tech hosts, and catalysts

Tools

Custom game files, password-protected interactive PDFs, video production, virtual breakout rooms

Impact

4.8/5 participant rating; measurably stronger interpersonal and communication skills observed in this cohort versus the previous year's intake

Design Challenge

"How might we design a fresher onboarding experience that teaches real workplace skills through play — so that participants are learning without ever feeling like they're in a training?"

Learning Needs and Insights

The client had run the fresher onboarding program with us the previous year. It was successful, but they wanted something different this time. Something people will enjoy, and actually remember.

Our team had been developing our thinking around gamification as a serious learning methodology for some time. Together, we built a framework of eleven design principles that defined what a well-constructed learning game needed to do: from how it opened and the narrative logic it followed, to how it created social dynamics, rewarded progress, and closed with meaning. This program was the first time we put that framework to work at scale.

To get under the skin of what makes games genuinely engaging, we went back to basics. We played a range of board games together, studying the mechanics from the inside - what created tension, what encouraged collaboration, what made you want to keep going. That research fed directly into how we designed the activities.

Three things we needed to solve for

Beyond Instructions

Telling freshers how to communicate, collaborate, or build resilience was easy but wasn't necessarily translating into behaviour. They needed to practise those skills in conditions that felt real, not theoretical.

Engagement had to be built in, not bolted on

Fun couldn't be a layer on top of learning. For the experience to work, the game mechanic and the learning objective had to be the same thing. Participants needed to succeed at the game by demonstrating the skill.

Scale and consistency were non-negotiable

With 150+ participants across three concurrent batches and 21 sessions to deliver, the design had to be robust enough to hold up across every single one without losing quality or energy.

The Design Logic

We started where we always start: with the people, not the content. The soft skills freshers needed weren't complicated to list. What was complicated was designing experiences that would actually shift those behaviours rather than simply expose participants to information about them.

Our answer was seven original games. Each built around a distinct narrative world. Each anchored to a specific topic. Each containing breakout room activities where participants had to practise the skill in order to progress in the game.

How every session was structured

The design principle that mattered most: the game mechanic and the learning objective had to be the same thing. There was no moment where someone felt like the fun had stopped and the training had begun.

01 Enter the world

A game intro video sets the scene. Participants are assigned characters and become part of the story — not just observers.

02 Play the game

Breakout room activities require participants to make decisions, collaborate, and persuade. Succeeding in the game means demonstrating the skill.

03 Connect the dots

A facilitated debrief closes each session — surfacing what happened in the game and translating it into real workplace behaviour.

The Build

Six weeks of pre-production. No template. No precedent. Everything built from scratch by a team that was simultaneously developing the methodology and applying it.

The program had two parallel workstreams that had to stay tightly integrated throughout.

6 weeks

Game design

Theme ideation
Matching themes to topics
Storyline and character writing
Activity design
Interactive game files
Script writing
Video production and editing

Content development

Research
Topic shortlisting
Session structure and outline
Decks and learning materials
Facilitator briefing guides

Bringing it all together

Both tracks developed in parallel and converged into a fully integrated experience — every game, every session, every activity aligned and ready for delivery.

The Production Behind the Delivery

Running this program live required a purpose-built team operating in clearly defined roles.

Facilitator intro

Sets the scene and welcomes participants

Game intro video

Drops participants into the narrative world

Activity one

Breakout rooms — practising the skill inside the narrative

Narrative video

Carries the story forward, sets up the next activity

Activity two

A different angle of the same skill — learning deepens

Debrief

Connects what happened in the game to the real workplace

Total delivery: 21 sessions across 3 weeks and 3 concurrent batches

NoteThe debrief structure varied by game design. Some games had a debrief after each activity to consolidate learning in the moment. Others held a single debrief after both activities, letting the full arc of the experience land before reflection.

The delivery team

Game manager

Held the whole production together — every game, every batch, every decision made in real time behind the scenes.

Facilitator

Ran each session live — the face of the experience for every participant in the room.

Catalyst

Kept energy alive inside breakout rooms, answered questions, and made sure no group got lost.

Tech host

Managed the virtual environment — breakout logistics, file sharing, and keeping everything running smoothly.

Impact

4.8/5 Participant Satisfaction Rating
150+ Freshers Onboarded
21 Sessions Delivered
7 Original Games Built from Scratch

Beyond the numbers, what the client observed in the months that followed was more telling. This cohort of freshers showed noticeably stronger interpersonal and communication skills compared to the previous year's intake.

The client's L&D coordinator put it plainly: this was the first time they had seen a program where fun and learning were so seamlessly integrated that participants did not realise they were learning.

What I'd Take Forward

The biggest lesson from this program was that complexity in design does not have to mean complexity in experience. The backend complexity of all the work was visible to participants. What they experienced was a world that made sense, activities that felt meaningful, and a debrief that connected the dots. That only happens when the architecture is solid before a single session runs.

The other thing this program reinforced was the value of researching from the inside. Playing board games as a team was not a warmup exercise. It was the research. Understanding what makes a game worth finishing — the tension, the collaboration, the sense of progress — shaped every design decision that followed.

After the program concluded, I took full ownership of all experiential learning requests at the company. Every brief of this kind came to me — a reflection of what the program had demonstrated: we built a solid methodology from the ground up, making it easier to scale going forward.