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The People Leadership Experience




Game Concepting and

Narrative/Character Design

Tools Used

Unity, In House Server Tools,

Team Size


Project Duration

4 Months - Temporary Position

I had the opportunity to work on the development of all three episodes of Experience It Inc.'s interactive management simulation, Infinity. I worked as a narrative designer for the characters as well as developing game content for the simulation. I ensured that my work supported and built upon the overall direction of each episodes and their learning objectives.

As part of the initial team, I developed the personalities and narrative arcs for several prominent characters throughout all three chapters of the trilogy. Furthermore, I was able to work on the design of the core game loop, which focused on managing your employees in real time, making decisions as to how to respond to their concerns, and manage company resources in their development. The game's focus centered on empowering one's employees and helping them to be self driving, increasing the factory's performance by investing in its people and their growth as individuals.

The trilogy is a story-driven experience that takes leaders and managers through an experience in the increasingly digital workspace across three challenging, immersive, interactive and engaging episodes. Each episode is designed to provide a ‘Leadership Practice Field’ for the learners, and ensure that lessons learned through digital mentor feedback can be transferred and applied to real management scenarios.


Narrative Design

  • Develop characters and their narrative arcs across games, while connecting these narratives to real management issues and lessons, allowing them to serve as a teaching opportunity for users.

  • Work with the the team to develop a wide range of characters in different roles, to provide a number of unique scenarios requiring different kinds of support and attention from the player, ex. the retiree, the new hire, the ambitious up and comer, etc. 

  • Write out briefs on different elements of the world - rival companies, machinery, history, etc. to make the world more realized and fleshed out.

  • Research and write early feedback briefs for characters and interactions to help educate users on their progress and where they have room to improve, educating them on real-world management concepts.

Game Design and Concepting

  • Prototype potential options for gameplay based around work environments - supply line management, upgrades for machines in the factory, etc. following this, iterate on these initial designs and develop them into more concrete, applicable mechanics and features.

  • Focus on creating mechanics that build upon the central theme of supporting and working to uplift and developing your people - the player can invest in training for their employees, give them additional responsibilities, etc. 

  • Work to develop a conversation system that allowed players to work through simulations of workplace challenges and receive feedback on their actions through giving them the chance to talk with and engage with their their employees. Doing well in this area can also unlock new opportunities for further employee engagement. For example, characters may reveal their desire for special training, or give advice on how their station could be improved, etc. how the player treats one employee can also have far-reaching consequences on the whole factory.

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