Austen Shand
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Serve to Lead Game Series

Royal Military Academy Sandhurst

The Challenge

Newly commissioned British Army officers graduating from the Royal Military Academy Sandhurst face an immediate and profound transition in responsibility. Upon entering post as Second Lieutenants, they are entrusted with the welfare, development, careers, and lives of the soldiers under their command, often with limited real-world leadership experience outside of training environments.

The challenge was to create a learning experience capable of bridging the gap between formal leadership doctrine and the emotional, ethical, and interpersonal realities of military leadership in practice.

Traditional classroom delivery alone could not fully simulate the complexity, ambiguity, and human consequences of leadership decision-making under pressure.


Systems Thinking & Design Approach

Rather than building a conventional training product, I proposed the development of a narrative-driven serious game experience aligned directly to Sandhurst’s leadership framework:

  • What leaders Are
  • What leaders Know
  • What leaders Do

The project was designed around the understanding that military personnel naturally communicate through storytelling, lived experience, and shared situational judgement. To support this, I created an original fictional setting called Hawkshill, a grounded military world designed specifically to house interconnected leadership scenarios and narrative experiences.

Working alongside a retired Regimental Sergeant Major, we developed authentic scenario narratives based on real leadership experiences, interpersonal challenges, and operational dilemmas commonly faced by junior officers.

The experience combined:

  • narrative decision-making
  • branching leadership scenarios
  • reflective consequences
  • optional decision pathways
  • mentor-guided learning
  • graded behavioural evaluation

At the centre of the experience was a bespoke leadership scoring framework that evaluated player decisions against the Sandhurst leadership model, reinforcing behavioural understanding rather than simplistic pass/fail outcomes.


Narrative & Interaction Design

The game series was intentionally designed to feel human, reflective, and emotionally grounded rather than overtly gamified.

To support immersion and emotional engagement, the experience incorporated:

  • a virtual mentor character
  • narrative voice-over and guided reflection
  • character-driven storytelling
  • stylised visual worldbuilding
  • consequence-based interactions
  • layered decision systems

The goal was not simply knowledge transfer, but the development of judgement, empathy, accountability, and leadership self-awareness.


Creative Innovation & AI Integration

As part of the visual development process, I developed bespoke creative workflows combining:

  • traditional illustration
  • digital painting
  • AI-assisted character generation
  • curated visual refinement pipelines

Rather than replacing artistic direction, AI tools were integrated selectively as part of a broader handcrafted creative process, accelerating ideation while maintaining human authorship, consistency, and emotional tone.

This hybrid workflow enabled the rapid development of a large cast of believable military characters and narrative scenes while preserving a cohesive visual identity across the experience.


Tools & Production Pipeline

The experience was developed using a hybrid creative pipeline that combined traditional artistic workflows with emerging AI-assisted production methods.

Core Production Tools

  • Articulate Storyline
  • Adobe Photoshop
  • Adobe Illustrator
  • Adobe Premiere Pro
  • Adobe InDesign
  • Midjourney
  • ElevenLabs
  • Wondercraft

These tools supported:

  • interactive narrative design
  • bespoke visual development
  • AI-assisted character exploration
  • voice and audio production
  • cinematic editing workflows
  • promotional and stakeholder communication materials

The overall approach intentionally blended handcrafted artistic direction with AI-assisted production techniques to accelerate iteration while maintaining a cohesive, human-centred visual and narrative identity.


My Role

I led the creative and experiential direction of the project from concept through to production, including:

  • serious game concept development
  • systems and interaction design
  • leadership framework integration
  • worldbuilding and narrative design
  • visual direction and artwork production
  • scoring system design
  • AI-assisted creative pipeline development
  • stakeholder collaboration
  • script development support
  • experience prototyping

Outcome

The Serve to Lead game series successfully created a narrative-driven leadership simulation experience designed to support junior officers transitioning into positions of real responsibility and command.

The project demonstrated how serious games, storytelling, and behavioural systems design can be used to explore complex human leadership challenges in ways that traditional instruction alone cannot achieve.

In December 2025, the project received international recognition, winning Gold for Government Audience at the I/ITSEC Global Serious Games Awards in Florida.

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Plymouth,
Devon, UK

07902 532 259

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