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 1 case study · Educational Game
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.
A connected professional progression
Research informs design. Design becomes experience.