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Career XRcade Esports Land — Central Hub World
XRProduct Design

Career XRcade · Verizon Innovative Learning

Career XRcade

Esports Land
Role
Product Lead · Designer · Researcher
Client
Verizon Innovative Learning
Institution
ASU Meteor Studio
Year
2023 – 2025
The Challenge
How do you make a future career feel real before you've ever lived it?
The Gap

Knowing about a career isn't the same as imagining yourself in one. For first-generation students, that gap is structural, you need exposure to even know what to ask.

The Bet

As AI reshapes work, imagination and creative self-efficacy matter most, and are the hardest to teach. Let students inhabit a career, then measure whether it shifts what they believe they can do.

The Hub World — central esports arena with Jumbotron screen and portals to five career exhibits.
My Role
Product Lead
Lead Designer
UX Researcher
Concept to global deployment
Experience Architecture

Defined the platform structure: the hub-and-exhibit world model, 5 career paths, and the interaction grammar connecting each mini-game to real job responsibilities.

Design Framework

Developed the 4-pillar design framework (narrative role-play, game-based learning, embodiment & presence, instructional scaffolding) that drove every design decision across the platform.

Research Design

Designed and ran a mixed-methods pilot study (custom survey instruments, paired-samples t-tests, inductive thematic analysis) measuring gains in imagination, creative self-efficacy, and career interest.

Team Leadership

Directed 15–20 student developers, 3D artists, and game designers across weekly design reviews, maintaining quality across 40+ mini-games over a multi-year production cycle.

Stakeholder Management

Managed the Verizon Innovative Learning relationship, keeping scope tight, timelines honest, and the platform integration on track through global deployment.

Career XRcade: Esports Land

Five careers, each one you step inside.

Students don't observe esports careers here, they inhabit them. A central hub with portals to five Career Exhibits, each turning a job title into something you step inside and try.

Game Designer

Students step into a virtual studio and build a game piece by piece, picking environments, characters, lighting, and sound from interactive booths until something comes to life.

Game Developer

A large virtual tree makes game engine fundamentals tangible. Students manipulate physics, shaders, and materials with hand controllers, learning 'transform' and 'animation' through direct experimentation. A code-block puzzle teaches algorithmic thinking.

Team Manager

Students take over as stand-in coach days before a championship, reading team performance, deciding where to push and where to hold back, and making calls with real consequences.

Esports Marketer

Students design merchandise booths and build out a marketing campaign inside a fully realized exhibit space, learning that creative instincts and commercial thinking belong to the same job.

Content Creator

Students grab a virtual microphone to practice shoutcasting, experiencing the embodied reality of live performance commentary before they know if they want to pursue it.

Career XRcade Esports Land — key design elements
Key design elements: Career Exhibits, Hub World architecture, game-based challenges, and embodied interaction.
Design Framework

Making Futures Playable.

Four reinforcing principles, not a checklist, designed to grow imagination and creative self-efficacy together.

1 — Narrative & Role-Play

Learners are cast as protagonists in a Narrative Mission with clear goals and stakes. Story raises the emotional temperature; research on 'possible selves' shows that imagining yourself in a role is one of the most direct paths to wanting it.

2 — Game-Based Learning

Each exhibit is a mastery loop: attempt, immediate feedback (celebratory particles, audio confirmations), succeed. Each completed challenge is a tangible 'mastery experience', the most powerful driver of self-efficacy. A diegetic smartwatch menu keeps cognitive load minimal.

3 — Embodiment & Presence

Students don't watch the role; they do it with their hands and body. Doing produces a different knowing than observing: the difference between reading about swimming and getting wet. Stylized, job-authentic environments sustain presence without photorealism.

4 — Instructional Scaffolding

The Holobuddy, an NPC guide, surfaces hints exactly when students stall, then steps back. Environmental cues (portals, elevators, sequenced tasks) give the space legibility without hand-holding, leaving room for students to try things and get them wrong.

Collaborative Design Process

Built by students, through the CXR Framework.

Built through the CXR Framework, a student-led co-creative model I developed: multidisciplinary teams co-designed each exhibit through ideation, storyboarding, prototyping, and playtesting. The process was part of the research, students gained developer identity and self-efficacy by building.

Ideation board, CXR collaborative design process
Ideation
Storyboards, narrative and role-play design
Storyboards
Wireframes, exhibit UX and interaction flows
Wireframes
Research & Evaluation

Each student was their own control.

A within-subjects study at ASU Prep: pre-survey → 20-minute lecture → VR session, each student their own control. N=35, with 13 completing all phases.

User study — high school students using Meta Quest headsets at ASU Preparatory Academy
Study session, high-school students at ASU Preparatory Academy.
p = .014
Creative Self-Efficacy
dz = 0.80 · large effect
p = .006
Career Interest
dz = 0.92 · large effect
p = .337
Imaginative Capability
directionally positive, ns

Imaginative Capability didn't reach significance, a measurement limit, not a design one. The qualitative themes told the real story.

The VR experience made it much more engaging and interesting, it was an experience rather than a lecture.

Theme — Preference for Immersive Learning

It helped me imagine being able to model and build a world as well as creating characters for that world.

Theme — Enhanced Visualization & Tangibility

It went from me not thinking I would want to do it, but now I want to try out more things related to this.

Theme — Positive Shift in Self-Efficacy & Identity
Impact
5
Esports career simulations
40+
Interactive mini-games shipped
35
Students in pilot study
20+
Person production team led
  • Deployed globally through Verizon Innovative Learning's portal, distributed to high schools across the United States
  • Demonstrated at Games For Change Festival, New York (2024) and IEEE VR, Orlando (2024)
  • Presented at SXSW (2023) as part of ASU XRts Showcase
  • Developed in partnership with the J. Orin Edson Entrepreneurship + Innovation Institute and Meteor Studio at ASU
Publications & Recognition
Frontiers in Virtual Reality, 2026
Making Futures Playable: Role-Based VR Career Exploration to Promote Student Imagination and Creative Self-Efficacy
iLRN 2026 (Accepted)
MESH Model: Roles, Responsibilities, and Dependencies in Collaborative XR Production with Student Workers
Next project
Cybersecurity Land