Unity Technologies

Game Development for Classrooms

Role
Designer
Time
Fall 2024
Team
4 designers
Unity Lite shown on a laptop

Overview

Game Development Is Complicated

Can you guys build a platform
for high school classrooms?

We Got It.

Problem

Game development tools are powerful but overwhelming. Beginners face early confusion, and educators lack structured tools to manage classroom learning.

Our Task

How might we increase the learnability of the Unity editor to foster collaboration for high school students and educators?

Solution 01

Visual Scripting

Block-based visual scripting allows students to create game logic without writing code.

Block-based visual scripting inside Unity
Hollow Knight student project
Period 2 - Advanced Game Development
Among Us student project
Period 6 - Intro to Game Design
Pokémon student project
Period 7 - Intro to Game Design

Solution 02

Classroom View

Helping teachers stay on track, so they can help more students.

Solution 03

Editor Tutorial

Guided tutorials help students learn the editor and start building quickly.

Toolbar

Use these tools to move, rotate, resize, duplicate, and organize objects while building.

CloseNext

Solution 04

In-Editor Resources

Giving students access to video tutorials, interactive walk-throughs, and mini-lessons without having to leave the editor.

Grass Plains asset
Asset
Grass Plains
Elements
WaterGrass
Video Help
Terrain tutorial thumbnail

Solution 05

Asset Library

Where educators can view student-submitted assets for assignments.

Period 6 classroom asset library

Solution 06

Teacher Resources

A centralized library of curriculum and teaching resources for educators.

Physics in Unity
Physics in Unity
Particle Systems
Particle Systems
VR in Unity
VR in Unity: A Beginner’s Guide
Tilemaps
Introduction to Tilemaps

Solution 07

Live Collaboration

Students can request help while teachers respond to requests in the classroom.

Live collaboration request table

Impact

Making Unity Easier To Learn And Teach

01

Lowered Barrier to Game Development

Integrated tutorials, guided walkthroughs, and visual scripting reduce the need for external resources and make the first steps into game development far more approachable for beginners.

02

Clearer Classroom Visibility for Educators

Classroom dashboards and live help tracking give teachers better insight into student progress, allowing them to identify confusion early and support students in real time.

03

A Cohesive Learning Ecosystem

By combining onboarding, collaboration, and classroom management into a single platform, Unity Lite creates a structured learning environment that supports both students and educators from day one.

Research

Talking To The User

Our team conducted 5 distinct research methods. Alongside collecting 86 surveys, noticing how users interact with current platforms exposed friction around navigation, setup, and technical troubleshooting.

Computer usability test
Computer Usability Test
Mobile usability test
Mobile Usability Test

Ideation

Going Wide Before Narrowing Down

Each team member took 8 minutes to sketch 8 distinct potential solutions. Mapping our thoughts on an impact-effort matrix helped us converge.

Impact-effort matrix of the team’s ideas

System Design

Making Help Feel Simple

Before designing the interface, I mapped how learners could move between drills, questions, and video help without pulling them out of their work.

Unity resources help-system flow

Iteration

Building The Teacher Dashboard

Teacher dashboard progression from low fidelity through final design

Reflection

Important Learnings

01

Talk to the user. Actually.

Sitting in real classrooms and talking to students revealed dynamics about the distractions, the collaboration between friends, and the moments of confusion and excitement. Those lived experiences shaped our decisions far more than assumptions ever could.

02

Building from ground-up is mentally heavy.

Designing a platform from scratch meant thinking through entire systems, flows, and edge cases at once. Spending time planning (even on paper) before jumping into high fidelity designs gave us confidence in what we were building.