A portfolio of educational games, Christian games, research, publications, curriculum, Games Discipleship programmes and design projects developed to make learning more purposeful and interactive.
Research↓Design↓Play↓Learn↓Apply↓Scale
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 2 case studies · Digital Product
+More project documentation will be added as the archive develops.
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.
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.
A connected professional progression
Research informs design. Design becomes experience.