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Case Study

One Storyboard, Two Deliveries

20 Below runs on a handful of systems that people have to learn: a bug report button in every tool, a playtest feedback form, private Discord forums where every report becomes a ticket, and a press outreach routine. I designed a three-course training suite to teach them. I storyboarded each course from the facts of tools that had already shipped, then built the suite twice: in Articulate Rise 360 to the game’s brand, and as free pages on the game’s own site, where it’s in use.

Role
Producer: design decisions and every ruling the courses needed.
Team
Claude (AI assistant), using an AI-assisted workflow.
Timeline
30 September – 1 October 2026.
Result
Three courses live for players, playtesters and the team; four Rise courses published as samples; ten process gaps closed along the way.

The Problem

The tools existed before the training did. A bug report from any tool became a numbered ticket in a private forum, playtest feedback had its own form and forum, and the press kit and marketing plan were written. But the knowledge of how it all fit together lived in one head, mine. Every new player, playtester and team member would otherwise learn it by asking.

Two other things shaped the work. I wanted the suite to show brand compliance next to a neutral corporate course I’d built in the same tool. And whatever got built had to keep working for a free game with no training budget.

Analysis: Four Audiences, Three Courses

Any player

Needs to know which door a problem goes to, and how to write a bug report someone can reproduce.

A playtester

Needs to set up, play the rules as written, and send feedback the team can act on.

The team

Needs a triage routine, the hard calls, and a way to close the loop with the reporter.

Team members who pitch

Need one shared description, the rules of outreach and the approval path.

The ticket system serves three of those audiences, so it became one course in three parts, each able to stand alone. A player never sits through triage, and the team can be sent straight to Part 3.

A table of four audiences. Any player takes Ticket System Part 1, reporting a bug. A playtester takes all six lessons of the playtest course and Ticket System Part 2. The team takes Ticket System Part 3, triage. Team members who pitch take all six lessons of the pitching course. Each row says what the learner leaves able to do.
Who takes what. Each course ends with a scored final check.

Design Decisions

Write down the facts before the lessons

Every storyboard opens with a list of the facts it relies on, each taken from a tool that had shipped: the bug form’s fields, what’s sent with a report, the ticket tags, the playtest kinds, and the forum each report lands in. That list keeps a course from teaching something the tools don’t do. It also showed exactly where the facts ran out.

A course can’t teach what nobody has decided

Where a fact was missing, the course couldn’t be written, so each gap came to me as a single question. Who triages, and how fast? What happens to a report someone already sent? Who approves a pitch? Can playtesters stream what they’re testing? Ten rulings came out of the three storyboards. Two of them changed the live systems as well as the courses: the bug forum gained a Duplicate tag, and playtesters now join through an application form that records the name to credit them under.

A table of ten gaps and rulings. Ticket System: Feral triages within 48 hours, and every ticket gets a tag and a first reply; a new Duplicate tag links the first ticket. Pitching: Feral approves every pitch, sent from 20belowrpg@gmail.com; outreach is logged in a private press-outreach forum; print editions are planned, with no dates or prices. Playtest: a short application; numbered rounds, each with a focus; at least one session per round with a Session report; the core rules and Backwater Static's core are shareable, the expansions are not; credit after one report, the main book for every round, an NPC by set criteria.
Ten questions, asked one at a time. The answers became lessons, and two became features.

Choose the block by the learner’s job

Rise offers a shelf of interactive blocks, and it’s tempting to use them for variety. Instead, each block was matched to what the learner has to do. Sorting is for telling problems apart. Process steps are for procedures that run in order. Flashcards pair a weak example with a strong one. Accordions hold what people will look up later. Every knowledge check’s wrong-answer feedback restates the rule, so a miss still teaches something.

A table matching seven block types to learner jobs. Sorting activity: tell problems apart. Process steps: follow a procedure in order. Flashcards: recognise a weak example and recall a strong one. Tabs: compare a small set of parallel options. Accordion: look something up later. Knowledge check: apply a rule to a case, with feedback that teaches. Statement: remember one line.
Blocks chosen by the thinking they support, with where each was used.

One tool, two brand systems

The suite was built in Rise next to a corporate course I’d made earlier, Designing a Job Aid People Actually Use. That course is deliberately neutral: a fictional warehouse, stock photography and an orange accent. The 20 Below courses use the game’s cover art, navy headers, display headings and blue accent, applied the same way across all three.

Two Rise course covers side by side. Left: Designing a Job Aid People Actually Use, with an orange panel and a stock photo of a hand on a phone. Right: The 20 Below Ticket System, with a blue panel and the game's cover art of two glowing dice above a silhouetted figure.
The same authoring tool, two brand systems.

Make the reward something you can check

The first draft of the playtester course said especially detailed feedback might earn a place in the game as a character. Nobody could check that, so it couldn’t be promised. I set criteria the team can see on a ticket. A report earns a Detailed tag when it does five things: names the rule, says what happened in order, gives numbers, says how the table reacted, and suggests what would work better. A playtester who earns one in every round and answers the team’s follow-up questions within a week will be written into Backwater Static. The course teaches the same five-point checklist the team uses at triage.

A five-step flow: a report sent through the playtest form; tagged Detailed at triage when it does all five things; at least one Detailed report in every round, plus a session and a Session report; follow-up questions answered within a week; an NPC written into Backwater Static, with no cap.
Detail is the bar, not agreement: a report the team decides not to act on still counts.

Design once, deliver twice

Keeping the courses in Rise would have meant a licence at $1,449 a year, which a free game’s internal training can’t justify. So the Rise builds were exported and published as portfolio samples. The suite was then rebuilt from the same storyboards as pages on the game’s own site, in its own style. The pages share one set of components: accordions, tabs, flip cards, sorting, knowledge checks and a scored final check. They read in order even without JavaScript, and progress is kept in the learner’s own browser.

Three delivery options. Not chosen: Rise 360 licensed, 1,449 dollars a year. Chosen: Rise exports from the trial, 0 dollars, hosted as portfolio samples. Chosen: site pages, 0 dollars, rebuilt from the same storyboards in the game's own style. Below, the lesson Play it as written in Rise, with a white page and a sidebar, beside the same lesson on 20belowrpg.com in the site's dark style.
The same lesson from the same storyboard, in Rise and on the site.

Every course points at a real door

Training that ends with “now go do it” needs a door to go through. Each course points at one that’s live: the bug button, the playtest form, the application page and the press kit. Each feeds a forum where tags are the status and the thread is the conversation. The playtester channel’s pinned post names the current round and links the course, so learners find it at the moment they need it.

A table of four doors. Report a bug, in every tool and page, goes through the relay to bug-reports as ticket 12 tagged New, taught in Ticket System Parts 1 and 3. The playtest form goes through the relay to playtest-feedback as P7, tagged New plus its kind and Detailed, taught in the playtest course and Ticket System Part 2. The application form goes through the relay to playtest-applications as A3, New then Approved, taught in the playtest course. The press kit goes by email to press-outreach, Pitched to Covered by hand, taught in the pitching course.
The system around the courses.

How the Work Ran

  • One question at a time. Each gap came to me as a single question with a recommended answer, so a ruling never waited on a meeting.
  • Existing sources first. The press kit and marketing plan supplied the pitching course’s description, outlet list and rules. They also corrected the draft’s follow-up timing from one week to about three.
  • Every answer key was tested in both deliveries, and both were checked for leftover template content before release.
  • A cost decision made in the open. I priced the licence, weighed it against what the courses are for, and kept the design work by rebuilding rather than paying.

Outcome

All three courses are live on 20belowrpg.com, linked from the channels where each audience works. The Rise versions are published as eLearning samples alongside the corporate course. The rulings the courses forced now run the systems themselves: triage within 48 hours, duplicates tagged, pitches approved before they go out, and playtester rewards anyone can check.

Neither delivery tracks individual learners, so the evidence will come from the systems the courses teach. That means the share of reports tagged Detailed in each round, reports per playtester against the one-session minimum, duplicate rate and time to first reply. It also means comparing report quality in Round 1 with reports sent before the course. Round 1 has just opened.

Credits

Design decisions and rulingsMe, as producer
Source material for the pitching courseThe 20 Below press kit and marketing plan
Package Deliverables and draftsClaude (AI assistant), checked by me