
Career Training Simulations
Professional experience
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
Prototyping & Implementation
Built Unity prototypes to test interaction concepts and provide developers with implementation references
Project Gallery

Medical simulation
Task system

Modular HUD Design
Cross-Industry Component Library

Prototype
PrototypeDesign Process - Client request to Playable experience
Client Goal
Learning Objectives
Task Breakdown
Core Gameplay Loop
UI Flow
Prototype
Testing
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

Technical Frameworks
Task Behavior Examples
| Behavior | 2D Sorting Minigame | 3D Focused Task |
|---|---|---|
| Rules | Each item must be placed in its matching container. | Valid actions and completion requirements are defined for each task. |
| States | Ready → interacting → checking placement → continuing or completed. | Ready → task in progress → completed or failed. |
| Recovery | Incorrect 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.
3D Focused Task Framework
Designed and developed configurable, step-by-step interactions for detailed vocational tasks, using shared task families across different jobs.
Configurable Placement System
Created configurable placement interactions with target positions, rotation tolerances and task sequences.
Vocational Spatial Systems
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.
Player Goal
Understand the bricklaying sequence and position each brick in its designated location.
Rules & Validation
Players use movement and rotation controls to align bricks with highlighted placement targets. The system checks whether each brick is positioned correctly.
Feedback & Recovery
On-screen instructions guide placement and provide corrective feedback when a brick is incorrectly positioned, allowing players to adjust their approach.
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
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.
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.
A common interaction framework could support different player actions by changing task rules, validation, tools, and context rather than rebuilding the mechanic itself.