Professional practice · selected case studies

Purpose
Made Tangible

A portfolio of educational games, Christian games, research, publications, curriculum, Games Discipleship programmes and design projects developed to make learning more purposeful and interactive.

Beyond the product

The thinking behind the work.

Each case study examines the need, objective, concept, process, delivery and evidence behind a project. The portfolio documents professional design practice; product availability, play and purchase remain within the connected Games architecture.

GamesWhat it is, who it serves, how to play or buy.PortfolioWhy it exists, how it was designed, and what it demonstrates.

Case-study library

Challenges transformed into purposeful experiences.

Showing 8 case studies · All

Research Work gallery evidence
Case 03
Research

Christian Gamification Research

Examine whether Christian gamification could support biblical learning rather than function merely as entertainment.

A quasi-experimental investigation into Christian gamification as a method for biblical learning.

Pacesetters Game product box
Case 04
Educational Game

Pacesetters Game

Translate a broad body of state history and culture into an accessible physical product that rewards both play and knowledge.

A two-mode historical card game and quiz that turns Oyo State’s people, places and heritage into participatory learning.

Case 05
Digital ProductChristian Game

Redemption Ludo Digital

Translate a physical journey-based board game into a digital product without losing its educational and disciple-making purpose.

The developing digital adaptation of Redemption Ludo, prepared to preserve its purposeful Christian learning intent in software.

Front cover of The Green Pastures Bible
Case 06
Publication

The Green Pastures Bible

Help readers locate and engage with selected biblical promises more readily within the biblical text.

A published New Testament and Psalms in the King James Version, using green text to bring selected biblical promises into visual focus.

De-Race Christian game board
Case 07
Christian GameDigital Product

De-Race

Turn a familiar numbered-race structure into a meaningful Christian learning experience without reducing its spiritual content to decorative messaging.

A Christian race game that transforms a numbered 1–100 progression system into a purposeful journey of instruction, encouragement, advance, setback and reflection.

Front artwork for Biblyrics Rhythm Album B.R.A 1.0
Case 08
Creative Work

Biblyrics Rhythm

Translate biblical texts into songs while preserving a clear Scripture-centred message.

A Scripture-based music project that turns biblical texts into songs, combining biblical engagement with music and rhythm.

A connected professional progression

Research informs design. Design becomes experience.

  1. 01Research
  2. 02Learning Need
  3. 03Concept
  4. 04Game or Programme Design
  5. 05Testing when verified
  6. 06Delivery
  7. 07Evidence and Reflection
View Unpublished Games: UK Market Concepts in Development

Build purposeful learning

Discuss a project with a clear learning objective.