Selected Work
From Training Content to Interactive Learning
Building reusable game-based experiences for onboarding and knowledge reinforcement
I have been making games for years.
What began as a personal interest in game design eventually became an unexpected professional capability when AI-assisted development made it possible for me to move from imagining software to actually building it.
When I began experimenting with Kiro, I discovered that I could use AI-assisted development to create functioning games, not just prototypes or mockups. That led me to explore a question with direct relevance to my work:
What if the same techniques could be used to make employee learning more engaging and effective?
The result was a small platform of reusable, browser-based learning games designed around different kinds of knowledge and learning objectives.
The Opportunity
Traditional training often asks people to read information, watch a presentation, or complete a knowledge check.
Those approaches can be useful, but they don't always require people to actively interact with the knowledge they're expected to retain.
I became interested in game mechanics as another form of learning interaction.
The goal wasn't to put a game on top of training content simply to make it more entertaining.
The goal was to ask:
What is the learner actually supposed to understand or be able to do — and what game mechanic could make them practice that?
That distinction became the foundation for the project.
Designing Around Learning Objectives
Rather than designing four unrelated games, I began identifying recurring patterns in the kinds of knowledge employees need to learn.
Some information needs to be remembered.
Some needs to be sequenced.
Some requires recognizing the correct answer.
And some requires making a decision and understanding the consequence of that decision.
I designed reusable game frameworks around those different learning patterns.
The content can change while the underlying game mechanic remains consistent.
That means the platform can support multiple learning experiences without requiring every new training topic to become an entirely new software project.
Four Approaches to Interactive Learning
The resulting games use different mechanics to address different types of learning.
Sequence
Learners must place information in the correct order.
As they make correct decisions, the game responds positively and the experience progresses.
The mechanic turns procedural knowledge into an active exercise rather than a list of instructions to memorize.
Knowledge Recall
Learners answer questions based on information they have been given.
Correct answers advance the experience, while incorrect answers provide an opportunity to reconsider and learn.
The game provides immediate feedback while maintaining a lightweight, approachable experience.
Decision & Routing
Learners encounter an item or scenario and must determine where it belongs.
The objective is not simply to identify a correct answer, but to apply knowledge to a decision.
The game mechanic makes the consequence visible: the learner sees the result of choosing correctly or incorrectly.
Process & Content Comprehension
The fourth approach combines learning content with an interactive environment in which learners must demonstrate that they understand what they've been taught.
The specific content can change while the underlying framework remains reusable.
Together, the four approaches create a small toolkit for turning different kinds of organizational knowledge into interactive practice.
Building the Platform
The games are browser-based and built with modern web technologies.
Kiro became the primary development partner throughout the process.
I learned to work with AI-assisted development in a way that went well beyond asking an AI to generate code.
For each project, I increasingly began working from structured requirements, design documents, implementation plans, task lists, and iterative testing.
That changed the nature of what I could build.
Instead of simply describing an idea and hoping the resulting code worked, I could define the behavior I wanted, break the work into manageable pieces, test the results, identify problems, and iterate.
The game projects therefore became a practical laboratory for AI-assisted software development as much as they were learning experiments.
Designing for Reuse
One of the most important lessons from the project was that the value wasn't in any individual game.
It was in the framework behind the game.
Once a mechanic had been designed and implemented, the same basic structure could support different learning content.
That creates leverage.
Instead of asking:
"How do we build a game for this particular training topic?"
the question becomes:
"Which existing learning mechanic best fits this topic, and what content should we put into it?"
That shift makes game-based learning more practical as an organizational capability.
It also creates a path toward a growing library of learning experiences rather than a collection of isolated experiments.
Learning Through Interaction
The most interesting part of the work for me is the relationship between information and experience.
A traditional training document might tell someone:
"These things should happen in this order."
A game can ask the learner to put them in order.
A document might explain how different situations should be handled.
A game can present those situations and ask the learner to make the decision.
A knowledge article might describe the correct destination for different types of information.
A game can require the learner to route each item correctly.
The content is fundamentally the same.
The interaction is different.
And that interaction creates an opportunity for people to practice knowledge rather than simply encounter it.
More Than Games
My personal interest in game development has grown alongside this professional work.
Outside of the learning platform, I've built dozens of other small games and interactive experiences, experimenting with different genres, mechanics, visual styles, and technical approaches.
That work has taught me something important about how I approach technology.
I learn by making things.
When I encounter a new capability, I want to understand what it can actually do. I experiment, build something, encounter limitations, figure out how to work around them, and then build something more ambitious.
Game development has become one of the ways I explore that process.
It has also strengthened skills that transfer directly to my professional work:
- Systems thinking
- Information architecture
- User experience
- Interaction design
- Rapid prototyping
- Requirements definition
- Iterative development
- AI-assisted development
- Problem decomposition
- Learning design
The games are therefore not separate from my professional identity.
They're another expression of it.
Impact at a Glance
The Result
The learning-game platform creates a new way to approach employee enablement.
Instead of treating training as something people simply consume, it creates opportunities for people to practice.
Instead of building every learning experience from scratch, reusable game mechanics can be populated with new content.
And instead of treating AI as a tool for generating isolated pieces of code, the project demonstrates how AI-assisted development can enable a communications and operations professional to design, build, test, and iterate functional software.
The result is a practical intersection of learning design, communications, technology, and game development.
What This Demonstrates
- Interactive Learning
- Translating learning objectives into mechanics that require active participation rather than passive consumption.
- Game Design
- Using game mechanics intentionally to reinforce different types of knowledge and decision-making.
- Learning Experience Design
- Matching the interaction to what the learner actually needs to understand or practice.
- AI-Assisted Development
- Using Kiro as a development partner across requirements, architecture, implementation, testing, and iteration.
- Rapid Prototyping
- Turning ideas into functioning experiences quickly enough to evaluate whether they are worth pursuing.
- Systems Thinking
- Recognizing recurring learning patterns and building reusable frameworks rather than one-off solutions.
- Maker Mindset
- Exploring new technology by building with it — and turning experimentation into practical capability.
The Bigger Lesson
The games reinforced something I've learned throughout my career:
The best way to communicate information isn't always to communicate it directly.
Sometimes the better approach is to create an experience that allows someone to discover, practice, apply, and remember it.
That's what drew me to game-based learning.
And it's why game development fits naturally alongside my work in communications, enablement, digital experience, and operations.
I like turning complicated things into experiences people can understand — and increasingly, into things they can interact with.