After months of development, revisions, playtesting, presentations, and countless decisions, our journey through Advanced Designing Games for Learning has finally reached its conclusion.
What began as a simple concept inspired by Dante’s Inferno eventually evolved into Judgement Day — a fully playable branching narrative game focused on moral reasoning, interpretation, and learning through decision-making.
Looking back on this semester, it honestly feels less like completing a class project and more like surviving a full development cycle.
What was the most important thing you learned this semester about game/simulation design?
The most important thing I learned this semester was how interconnected every part of game design really is.
At the start of the semester, it was easy to think about mechanics, narrative, learning objectives, feedback systems, and player experience as separate pieces. But throughout development, I realized that changing one part of the game almost always affected something else.
A good example of this happened during playtesting. We discovered that players often relied on their own personal morality instead of Dante’s framework when making decisions. That meant our feedback system was not just correcting answers — it was actively teaching players how to think within the game’s world.
It also became clear that narrative and learning design cannot exist independently in educational games. If the learning feels disconnected from the gameplay, players disengage. But if the mechanics, story, and feedback all support one another, the learning becomes part of the experience itself.
I think that realization completely changed how I look at designing games for learning.
What are you most proud of from this semester?
Without question, I am most proud of how far Judgement Day evolved throughout the semester.
At one point, this project was simply intended to become a prototype. By the end of the course, we had developed a complete playable experience with multiple levels, branching narrative scenarios, feedback systems, visual design, playtesting integration, and a full presentation pitch.
I am also proud of how well our team worked together throughout the process. Every member contributed to different aspects of the project, and despite the scale of the assignment, we continued improving the game through client feedback, instructor feedback, and playtesting results.
Personally, I am proud of helping bring the overall experience together — from narrative structure and gameplay flow to presentation editing and final production work. Seeing the game fully playable on Itch.io and watching others interact with it made the entire process feel real in a way that most class projects do not.
What will be most helpful moving forward?
One of the biggest takeaways I will carry forward is the importance of iteration and playtesting.
No matter how clear a design seems during development, players will always interact with it differently than expected. Some of the most valuable feedback we received came from simply watching people play the game and observing where confusion, hesitation, or learning occurred naturally.
This process reinforced the importance of testing early, refining often, and staying flexible during development.
Beyond educational games specifically, I think this course also strengthened my understanding of how narrative, interaction, and feedback shape player engagement. Those lessons apply not only to games for learning, but also to interactive media, VR experiences, and digital storytelling projects moving forward.
Closing
This semester was challenging, time-consuming, and honestly overwhelming at points — but it was also one of the most rewarding creative experiences I have had in graduate school so far.
From the first design discussions to the final pitch presentation, Judgement Day became far more ambitious than I originally expected, and I think that growth reflects how much our team learned throughout the process.
The road through the Inferno has finally come to an end.
Quest Complete.