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Featured Projects

Real people. Real challenges. Real designs. Explore a few examples of what Sententia graduates have created.

Beat the Bridge Troll tabletop leadership game designed by Sententia Level 2 graduate Xinying

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.

Explore Xinying's Project →
From Guest to Kampung Host, a Level 2 Journeyman gameful learning project using a colorful village experience to build community participation and belonging

From Guest to Kampung Host 

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.

Explore Clement's Project →
JPAC Leadership Expedition, a Level 2 Journeyman gameful leadership development project built around real workplace situations, choices, and evidence.

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.

Explore Ives' Project →

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, Michala Liavaag and Dr. Ana Garner’s 2026 GamiCon Throwdown Showcase winner for Best Overall Use of Gamification.

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.

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Emotions Arena by Eslam Ali, a 2025 GamiCon Throwdown Showcase-winning board game that uses Greek champions and emotional challenges to build emotional intelligence skills.

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.

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National Sea Logistics New Hire Orientation Capstone Simulation, Tiaja Sabrie’s 2024 GamiCon-winning game-based onboarding experience for ocean logistics and freight forwarding.

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.

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Walk With Me: An Empathy Skill-Building Game by Jordan Dyson and Scott Provence, 2023 GamiCon Throwdown Showcase winner for Best Use of Surprise and Delight in Gamification and Best Use of Gamification Theory.

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.

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Taiyazukuri – A Tire Manufacturing Card Game, Artrell Williams’ 2023 GamiCon People’s Choice Award-winning low-tech game about tire manufacturing.

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.

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Journey to Sovershenstvo, Shonda Hodge and Mallori Steele’s 2023 award-winning game-based customer service training experience.

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.

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Don't Crash the Economy, Susan Skinner’s 2023 GamiCon award-winning narrative-based game about economic decision-making.

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.

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 Cloudburst: Stop the Spread, John Kaufeld’s 2019 GamiCon Throwdown winning cooperative game about protecting a city’s water supply from pollution.

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.

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Misadventures in Money Management, 2018 GamiCon Throwdown winning financial education interactive graphic novel.

Misadventures in Money Management

Designed by Mechell Glass

A financial education interactive graphic novel.

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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.

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Rule the World, Scott Provence’s 2019 GamiCon Throwdown winning game-based training experience for teaching a workplace goal-setting framework.

Rule the World

Designed by Scott Provence

A game-based training experience that teaches employees a new goal-setting framework.

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