Build Your Own Serious Game

5 sessions · one-to-one · in person or online

Stop buying other people's games. Build the one your content actually needs.

You already know your subject better than any vendor does. What you do not have is the design craft to turn it into ninety minutes where people argue, get it wrong, and still remember it two years later.

That craft is learnable. It is not a talent. I have been doing it since 2019 and I can walk you through it.

So here is what we do. Five sessions, one to one, spaced out so you go and test the thing between them. You finish holding a game you can run on Monday, and the method to build the next one without me.

5One-to-one sessions
1Finished, runnable game
2019Designing these since
8.82One programme, 113 respondents

You keep everything you design. It's your game, your IP, your content - I'm the design coach, not a co-owner.

Arvindh Sundar

Who you're working with

I'm Arvindh Sundar. I design serious games for corporate learning, and then I run them myself, in the room. That second part is what most designers never do.

Build it, run it, watch exactly where a table goes quiet, rebuild it that night. That loop is the thing I am actually teaching you. Since 2019, and one programme built that way came back at 8.82 out of 10 across 113 respondents.

I also run a tabletop games convention, which means I have watched a great many games fail in front of real people. So I can usually tell you why yours will fail before you find out the hard way. That saves you about three months.

Designing since 2019 Designs and facilitates his own games Fortune 100 client Runs a tabletop games convention

Why your first attempt probably did not land

Almost everyone who tries this alone hits the same handful of walls. Not one of them is about creativity.

  • You built an activity, not a game - there's nothing to actually win or lose, so nobody plays seriously.
  • The rules took eleven minutes to explain and you lost the room before it started.
  • It's fun, everyone enjoys it, and it teaches nothing you can name.
  • The clever people win every time, so the rest disengage by round two.
  • The debrief is "so, what did we learn?" and the room goes silent.
  • It worked brilliantly once with a great group and fell flat with the next one, and you don't know which part was luck.
  • You bought an off-the-shelf game and spent the whole session apologising for the bits that don't fit your context.

What you will be able to do afterwards

These are the actual moves of the craft. You practise every one of them on your own game, never on an example of mine:

  • Turn a fuzzy learning objective into a losable goal - the single conversion that separates a game from an activity.
  • Design the tension - the constraint that makes a decision cost something, which is where all the learning actually lives.
  • Teach rules in under three minutes - the sequencing trick that gets a room playing before they've understood everything.
  • Build in the failure you want - so the lesson happens to them rather than getting explained at them.
  • Stop the smart people running away with it - the balancing levers that keep a mixed-ability room in the game.
  • Run a debrief that isn't "what did we learn?" - the structured sequence that reliably gets the room to say the insight out loud.
  • Playtest properly - what to watch, what to write down, and the one question that tells you more than a feedback form.
  • Know when to cut your favourite mechanic - and why the version people remember is almost always the simpler one.

How the five sessions run

Spaced deliberately, not stacked. The gap between sessions is where most of the learning actually happens. You go and test the thing, it breaks in a way neither of us saw coming, and you bring that back. A game nobody has tested is a hypothesis, not a game.

A serious game being played in a real session
Format5 one-to-one sessions
DeliveryIn person or online
SpacingGaps for playtesting
You finish withA ready-to-run game
OwnershipEntirely yours
InvestmentFixed fee, payable in advance
Session 1

The outcome, and the goal that can be lost

Before any mechanic exists, we make the learning outcome sharp enough to design against.

  • What behaviour, specifically, should be different afterwards
  • Turning that into a goal players can fail at
  • Who's in the room, and what they'll resist
  • Your definition of done for the whole build
You leave with: a one-page design brief.
Session 2

The core loop

The smallest repeating thing players do - and the constraint that makes it hurt.

  • Choosing a mechanic that mirrors the real behaviour, not a theme pasted on top
  • Designing the scarcity or the clock that forces trade-offs
  • Rounds, turns and the shape of a session
  • Cutting the two clever ideas that are secretly two different games
You leave with: a paper prototype to test.
Session 3

Playtest post-mortem, and balance

You've run it. It broke. This is the session that turns that into a real design.

  • Reading what actually happened versus what people said
  • Balancing so one player type can't dominate
  • Fixing the rules-explanation problem you definitely hit
  • Deciding what to cut - usually your favourite part
You leave with: version two, and a test plan.
Session 4

The debrief, which is where learning happens

The game creates the experience. The debrief is what converts it into something they use on Monday.

  • A structured debrief sequence that works even with a quiet room
  • Questions that surface the insight from them, not from you
  • Handling the group that draws the wrong conclusion
  • Landing it back on their real work, with commitments
You leave with: your debrief script.
Session 5

Facilitation, materials, and the next one

Everything that turns a design into something you can hand to a room - repeatedly.

  • Your facilitator notes: setup, timings, what to say when it stalls
  • Components and materials - what to make properly, what not to bother with
  • Running it online versus in person
  • The repeatable method, so game two doesn't need me
You leave with: a game you can run on Monday.

Honestly, who this is and isn't for

This is for you if

  • You train, facilitate or lead L&D and want a signature asset of your own.
  • You know your subject deeply and want a better way to teach it.
  • You can find a few people to playtest with between sessions.
  • You'd rather own the thing than keep licensing someone else's.

This is not for you if

  • You want a game built for you - that's a different engagement, just ask.
  • You're designing a video game or anything needing engine code.
  • You can't make space to playtest between sessions.
  • You need it finished next week.

Take one of the mentorship slots

5 sessions · one-to-one · payable in advance

One-to-one, in person or online. You finish with a game you own outright and can run commercially, internally, or however you like - I take no share of it.

I only run a couple of these at a time, because between-session playtests need me actually reading what you send rather than skimming it.

Message me with what you would want to build and who it is for. And if I think a workshop or a built-for-you game is the better answer for your situation, I will tell you that instead. It happens fairly often, and I would rather say it early than take your money for the wrong thing.

Not for you, but somebody came to mind while reading? Send them my way. I would really appreciate it 🙂

Straight answers

What exactly do I finish with?
A serious game of your own you can run on Monday - the rules, the components, the facilitator notes and the debrief script. Not a folder of theory. If at the end you have a design you're still nervous about running, we haven't finished.
How long does the whole thing take?
It depends on how fast you can playtest, which is the real pacing constraint. The sessions are spaced deliberately so there's a gap to test in - stacking them back to back would give you five nice conversations and a game that's never met a player.
Do I need any game design background?
None. Most people doing this are trainers, facilitators, L&D professionals or founders who know their subject deeply. That subject knowledge is the hard part and you already have it - the design craft is the learnable bit.
Who owns the game?
You do, completely. Your content, your design, your IP. Run it internally, run it commercially, sell it - I take no share and no credit line unless you feel like giving me one.
What if I don't have people to playtest with?
Tell me at the start and we'll plan around it - a small group of willing colleagues or friends is usually enough, and there are lighter ways to test a mechanic before you need a real room. But this genuinely doesn't work with zero testing, so let's solve it before you pay rather than after.
Can you just build the game for me instead?
Yes, that's a separate engagement and often the right call if you need it fast or the stakes are high. Message me and we'll work out which one fits your situation - the honest answer isn't always the mentorship.
In person or online?
Either. Online works well for this because most of it is design conversation and reviewing what you've made. In person is nicer for the prototyping sessions if you're in or near Bengaluru.
What does it cost?
Message me and I'll tell you straight away. It's a fixed fee for the five sessions, payable in advance, whether we run in person or online.
Why payment in advance?
Because the spacing means this runs over a stretch of weeks, and I hold the slot for you throughout. Paying up front is also, frankly, the thing that makes people actually do the playtests.

With love from Bengaluru, this is Arvindh saying over and out.