If you run leadership development programmes, work as an L&D consultant, or represent a training company — this page is for you.
Your clients want better leadership training. You need something that actually delivers.
Most L&D vendors face the same problem: the content your clients have already seen doesn’t impress anyone anymore. Workshops get booked, delivered, and forgotten by the following Tuesday. Participants rate them “good” and nothing changes.
You know this. Your clients know this. And yet the alternatives — bespoke simulations, complex tech platforms, expensive multi-day residential programmes — are hard to justify in a proposal and even harder to deliver consistently.
Serious games are different. And if you’re here, you probably already sense that.
What you’re actually selling when you partner with Put The Player First
When you bring a serious game into a client engagement, you’re not selling a workshop. You’re selling visible behaviour change — something the L&D head can point to in a debrief and say: that’s what we saw, and that’s what we’re going to work on.
Here’s what your clients get:
A session that generates real data. Not feedback forms. Not self-assessments. Observable leadership behaviour under pressure — who builds coalitions, who hoards resources, who freezes when ambiguity spikes.
A debrief that connects to their actual context. The EPPA loop (Experience → Patterns → Principles → Application) is built into every session. Participants leave with specific, named insights about how they operate — not generic leadership principles.
Something genuinely different to put in a proposal. Your clients have sat through enough slides. A serious game is a category of experience most leadership teams haven’t encountered. That novelty has real commercial value for you.
The games
There are six games available for deployment, each designed to surface a different dimension of leadership behaviour.
Welcome to Zombiepuram — A crisis simulation set in post-apocalyptic Bangalore. Participants embody factions with unique information and conflicting goals, plus a shared collective objective. They trade secrets, make deals, and negotiate outcomes under pressure. Surfaces: influence without authority, power dynamics, negotiation under uncertainty, coalition-building.
Bloom — Players tend gardens, buy upgrades, and compete to harvest the most flowers. The debrief reveals the garden as a metaphor for stakeholder management and networking. Surfaces: relationship investment, long-term vs. short-term thinking, the compounding value of generosity.
Sticky Fingers — A card-based escape room where participants plan and execute a museum heist. No single player has all the information needed — success requires every perspective in the room. Surfaces: creative problem-solving, cross-functional collaboration, multi-perspective thinking.
Planetfall — Teams work to land a spaceship on an alien planet, deploying probes and gathering data to navigate unknown atmospheres. Surfaces: learning agility, handling ambiguity, experimentation, adaptive decision-making.
Ripple Effect — Each table manages its own company while needing to trade and cooperate with others. Players balance individual objectives against system-wide requirements. Surfaces: cross-functional collaboration, strategic trade-offs, trust across teams.
Chaos on the Tour Bus — Participants run tour bus operations, managing ratings and revenue while preparing for unpredictable events. The game rewards strategic preparation over reactive problem-solving. Surfaces: strategic thinking, scenario planning, negotiation, creative ideation.
Each game runs between 90 minutes and half a day, scales from 12 to 100+ participants, and includes a structured debrief.
How the partnership works
Every game is designed and facilitated by Arvindh Sundar. You don’t need to train your team to run these — and you wouldn’t want to. The facilitation is where most of the developmental value lives, and it requires someone who knows the mechanics deeply enough to see what’s happening in the room and name it accurately.
What this means in practice:
- You bring the client relationship and the commercial proposal
- Arvindh delivers the session and the debrief
- You retain the client and the follow-on work
This is a clean arrangement. There’s no competition for the client. The serious game is a single, high-impact intervention that makes everything else you do with that client more credible.
Who this works best for
This partnership works well if you:
- Run leadership development programmes and want a distinctive opening or diagnostic intervention
- Are an independent L&D consultant who needs something proprietary to offer without building it yourself
- Work with HR Business Partners who struggle to justify training spend — because a game generates visible, discussable evidence that something real happened
- Are pitching to companies that have tried conventional workshops and are explicitly looking for something different
It’s less useful if you’re looking for something you can white-label and deliver yourself. These sessions are designed to be facilitated by the designer. That’s not a limitation — it’s the reason they work.
Start the conversation
If you have a client in mind or a brief you’re working on, get in touch directly. No intake forms, no sales process. Just a conversation about whether there’s a fit.