Selected Work

From Training Content to Interactive Learning

Building reusable game-based experiences for onboarding and knowledge reinforcement

I've been making games for years. It started as a personal interest in game design, and it quietly turned into a professional capability once AI-assisted development let me go from imagining software to actually building it. When I started experimenting with Kiro, I found I could build functioning games, not prototypes or mockups, and that got me asking a question with direct bearing on my day job: could the same techniques make employee learning more engaging, and give people a better chance to actually practice what they're taught? The answer became a small platform of reusable, browser-based learning games built around different kinds of knowledge and learning goals.

The Opportunity

Traditional training usually asks people to read something, sit through a presentation, or pass a knowledge check. Those have their place, but they don't always make people actively work with the knowledge they're supposed to keep. I got interested in game mechanics as another kind of learning interaction. The idea wasn't to slap a game on top of training content to make it more fun. It was to ask what the learner is actually supposed to understand or be able to do, and what game mechanic would make them practice exactly that. That question became the foundation for the whole project.

Designing Around Learning Objectives

Instead of designing four unrelated games, I looked for the recurring patterns in the kinds of knowledge employees have to learn. Some information needs to be remembered, some needs to be put in the right order, some comes down to recognizing the correct answer, and some asks you to make a decision and live with the consequence. I built reusable game frameworks around those patterns, so the content can change while the mechanic underneath stays the same. That lets the platform support plenty of learning experiences without turning every new training topic into a brand-new software project.

Four Approaches to Interactive Learning

The games use different mechanics for different kinds of learning.

Sequence

Learners put information in the correct order, and as they make the right calls the game responds and the experience moves forward. It turns procedural knowledge into something you do rather than a list of steps to memorize.

Knowledge Recall

Learners answer questions from information they've been given. Right answers move things along, wrong ones give them a chance to reconsider and learn, and the game keeps feedback immediate while staying lightweight and approachable.

Decision & Routing

Learners meet an item or scenario and have to decide where it belongs. The point isn't just picking a correct answer, it's applying knowledge to a decision, and the mechanic makes the consequence visible so the learner sees what choosing right or wrong actually does.

Process & Content Comprehension

The fourth approach pairs learning content with an interactive environment where learners have to show they understood what they were taught. The specific content can change while the framework stays reusable. Together, the four give me a small toolkit for turning different kinds of organizational knowledge into interactive practice.

Building the Platform

The games are browser-based, built with modern web technologies, and Kiro was my main development partner the whole way. I learned to work with AI-assisted development in a way that goes well past asking an AI to spit out code. For each project I leaned more and more on structured requirements, design documents, implementation plans, task lists, and iterative testing, and that changed what I could build. Instead of describing an idea and hoping the code came out working, I could define the behavior I wanted, break the work into pieces I could manage, test the results, find the problems, and iterate. The game projects ended up being a practical laboratory for AI-assisted software development as much as they were learning experiments.

Designing for Reuse

One of the biggest lessons was that the value isn't in any single game. It's in the framework behind it. Once I'd designed and built a mechanic, the same structure could carry different learning content, and that's where the leverage lives. The question stops being "how do we build a game for this training topic?" and becomes "which existing mechanic fits this topic, and what content do we pour into it?" That shift makes game-based learning practical as an organizational capability, and it points toward a growing library of learning experiences instead of a drawer full of one-off experiments.

Learning Through Interaction

The part I find most interesting is the relationship between information and experience. A training document might tell someone these things happen in this order; a game can ask the learner to put them in order. A document might explain how to handle different situations; a game can drop them into those situations and make them decide. A knowledge article might describe where each type of information should go; a game can make the learner route every item itself. The content is basically the same. The interaction is different, and that difference gives people a chance to practice knowledge instead of just bumping into it.

More Than Games

My own interest in game development has grown right alongside the professional work. Outside the learning platform I've built dozens of other small games and interactive experiments, playing with different genres, mechanics, visual styles, and technical approaches. That's taught me something about how I approach technology. I learn by making things. When a new capability shows up, I want to know what it can really do, so I poke at it, build something, hit the limits, work out how to get around them, and then build something more ambitious. Game development has become one of the ways I run that loop, and it's sharpened skills that carry straight into my professional work:

  • Systems thinking
  • Information architecture
  • User experience
  • Interaction design
  • Rapid prototyping
  • Requirements definition
  • Iterative development
  • AI-assisted development
  • Problem decomposition
  • Learning design

So the games aren't separate from my professional identity. They're another expression of it.

Impact at a Glance

Passive → active Turns employee training into interactive practice people actually engage with
One-off → reusable Reusable mechanics a team can refill with new enablement content
Idea → working software AI-assisted development that takes an enablement idea from concept to working tool
Hobby → capability Personal game-dev skill turned into a practical enablement capability for the team

The Result

The learning-game platform is a new way to approach employee enablement. Instead of treating training as something people consume, it gives them something to practice. Instead of building every learning experience from scratch, it lets reusable mechanics get filled with new content. And instead of treating AI as a way to generate isolated chunks of code, it shows how AI-assisted development lets a communications and operations person design, build, test, and iterate real software. The result sits at 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
Choosing game mechanics intentionally, each matched to the type of knowledge or decision-making it's meant to help someone practice.
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'd half-known for a while: the best way to get information across isn't always to state it. Sometimes it's to build something a person has to work through, so they discover it and remember it instead of just reading it. That's what pulled me toward game-based learning, and it's the same instinct behind the dashboards and the process guide. I like turning complicated things into experiences people can understand, and more and more, into things they can play with.

Tools & Technologies

Kiro HTML/CSS/JavaScript Browser-Based Game Development AI-Assisted Software Development Game Design & Learning Experience Design