Featured Projects
Real people. Real challenges. Real designs. Explore a few examples of what Sententia graduates have created.
Beat the Bridge Troll
Designed by Xinying Chean
A low-tech tabletop leadership game designed for students ages 11–15. Players encounter realistic situations that require them to apply leadership practices, make decisions, persuade others, and defend their thinking as they work together to beat the Bridge Troll.
BEHIND THE DESIGN
Challenge: Help students practice leadership rather than simply learn leadership concepts.
Players: Students ages 11–15.
Behavior: Apply, explain, and defend leadership practices in realistic situations.
Mechanics: Team challenges, scenarios, persuasion, discussion, and consequences.
Prototype/Experience: A low-tech tabletop leadership game built for collaborative play.
Evidence: Playtested as part of Xinying's Level 2 Journeyman certification.
From Guest to Kampung HostÂ
Designed by Clement Ng
A community-building experience designed to move people from simply showing up to becoming active contributors. Participants progress from Guest → Kaki → Helping Hand → Kampung Host, with each stage representing deeper participation, connection, and responsibility within the community.
BEHIND THE DESIGN
Challenge: Turn participation into belonging.
Players: Community members at different levels of connection.
Behavior: Participate, help, connect, welcome others.
Mechanics: Progressive roles, quests, social interaction, recognition.
Prototype/Experience: A low-tech, four-stage community journey.
Evidence: Developed and playtested as a Level 2 Journeyman prototype.
JPAC Leadership Expedition
Designed by Ives Ballesteros
A leadership development experience built around the situations leaders actually face at work. Participants make choices, take action, and provide evidence of what they did, shifting leadership development from completing activities to demonstrating leadership in practice.
BEHIND THE DESIGN
Challenge: Move leadership learning into workplace practice.
Players: Emerging and developing leaders.
Behavior: Choose, act, reflect, and demonstrate.
Mechanics: Discovery, challenges, feedback, evidence, progression.
Prototype/Experience: A workplace leadership expedition.
Evidence: Developed and playtested as a Level 2 Journeyman prototype.
Award-Winning Graduate Work
Designed here. Recognized beyond the classroom.
Sententia graduates have taken their gameful learning designs beyond certification and earned recognition in learning, training, and game design. Created at different stages of the Sententia certification journey, these projects show what can happen when a strong design process becomes a real learning experience.
CSIRTxp: Cyber Security Incident Response Team eXPerience
Designed by Michala Liavaag & Dr. Ana Garner
A blended cyber crisis experience that moves incident-response plans off the page and into realistic practice through preparation, an immersive cyber drill, and structured debrief.
Emotions Arena
Designed by Eslam Ali
A gamified board game that helps players practice emotional intelligence as legendary Greek champions, navigating real-life challenges involving anger, fear, anxiety, and other emotions.
National Sea Logistics New Hire Orientation Capstone Simulation
Designed by Tiaja Sabrie
A capstone simulation that gives new hires a risk-free way to apply ocean logistics, freight forwarding, and company knowledge during an intensive three-day onboarding experience.
Walk With Me: An Empathy Skill-Building Game
Designed by Jordan Dyson & Scott Provence
An empathy skill-building experience that combines AI-driven conversational gameplay with live human practice. Players navigate open-ended conversations with an AI coworker, receive subtle environmental feedback on their choices, practice more complex conversations with peers, and return to the game to apply what they learned.
Taiyazukuri – A Tire Manufacturing Card Game
Designed by Artrell Williams
A card game that teaches the tire manufacturing process while connecting employees to mission and values, safety, quality, attendance, and waste reduction.
Journey to Sovershenstvo
Designed by Shonda Hodge & Mallori Steele
A game-based training experience that teaches customer-facing employees five strategies for effective customer interactions in a technical setting.
Don't Crash the Economy
Designed by Susan Skinner
A narrative-driven learning game that challenges players to make economic decisions and experience how those choices can affect the economy.
Cloudburst: Stop the Spread
Designed by John Kaufeld
A cooperative game that challenges players to protect their city's water supply by containing pollution and cleaning affected locations.
Misadventures in Money Management
Designed by Mechell Glass
A financial education interactive graphic novel.
Fantastic Places, Unhuman Humans
Designed by Jim Egan, Naomi Pariseault & Matt Rockman
A gameful online literature course exploring humanity through fantastic places and unhuman characters.
Rule the World
Designed by Scott Provence
A game-based training experience that teaches employees a new goal-setting framework.