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Project 05 · Digital Product

Training Simulators

Game systems applied to professional training, where failure has to teach.

  • Simulator
  • Training
  • Digital Product
Genre:
Training Simulation
Scope:
Systems Design · UX · Instructional Design
Development Time:
Multiple projects
Team Size:
5
Tools:
Unity (C#) · Blender · Figma

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Project Resume

Project resume

01

Overview

Game systems applied to professional training, where failure has to teach.

  • Platform PC · VR
  • Team Size 5
  • Duration Multiple projects
  • Engine Unity

My Role

Game Designer & UI/UX Designer

  • Systems
  • UX
  • Instructional Design
Full responsibilities
Read chapter 01
02

Problem 1

PlaceholderProblem 116:10

Users failed a scenario and learned nothing from it.

  • Users could tell what they did wrong without a supervisor explaining it
  • Repeat attempts improved measurably instead of being repeated blindly
Read chapter 02

Media

The work, up close

Project gallery · 1

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Training simulators

Roles

Roles & Responsibilities

What I did

  • Designed task and feedback systems for training scenarios
  • Designed interfaces for users with no game literacy
  • Translated procedural requirements into interactive sequences

Full Case Study

3 chapters

Overview

Problem 1

Problem

Failure That Teaches

Problem

Users failed a scenario and learned nothing from it.

Cause

Failure was reported as an outcome, not as a consequence the user could trace back to an action.

Solution

Made the consequence visible at the moment of the mistake, and separated the report of what happened from the judgement of whether it passed.

Result

  • Users could tell what they did wrong without a supervisor explaining it
  • Repeat attempts improved measurably instead of being repeated blindly

Results & Learnings

Learnings

Takeaways

Training is a game design problem with the entertainment removed and the stakes left in. Feedback timing matters more than fidelity.

“Games are a way to turn ideas into feelings.”— Unir Reis

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