We Create

Radically Innovative Solutions Utilizing the Power of Game Science

At Pipeworks Studios, we harness the power of game science and advanced technology to create innovative interactive solutions for partners in defense, enterprise and industry. 





Serious Games are an innovative solution to a predefined goal that are designed utilizing the power of game science. Traditional methods of education, training and retention can be difficult to measure, but Serious Games provide customized data analysis and unparalleled user-experiences that are entertaining and engaging.


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Game-based learning is effective, because the method of ‘learning by doing’ improves engagement and motivation on many levels. Advancements in our society and technology has enabled us to create tools that are more effective and leave long-lasting impact.

Applied games utilize the science of gaming with added training, teaching, rewards and more. They are engaging, yet align with the specific objectives that need to be achieved.

Applied games are a fun and effective tool that creates an emotional connection with the player through personalized responses and gameplay maintained by data tracking and analytics.




Traditional games are produced to entertain and make profit, but applied games always begin with a specific goal that needs to be met. Breaking that goal down into user experiences, mechanics, and interactive elements is what makes an Applied Game different from just software.

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To “feel” like a game, there needs to be some element of challenge for users. Challenge is about setting future goals and discouraging complacency.

One effective element for adding challenge to an applied game is a mastery system. For example, giving 3 out of 5 stars for a level or a quiz – subtly challenging users to improve their score.

Constraints limit user actions by funneling them into specific patterns of engagement with the game. Making a certain level repeatable only once per day might make it stand out as worthy of particular effort or preparation. It challenges the user to be at their best in that moment.

Achievements are future goals that are called out for users in advance. “Do this to earn a trophy.” These are explicit challenges to users created by other people.

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Users bring their own lens and sense of identity to a game. Features based around user journey are some of the most indelible.

Tapping into emotions is the quickest way to make an experience personal. Unlike other forms of improvement, nobody can tell you what emotions are appropriate or required. When an applied game can make you feel something – it sticks with you.

Many applied games are focused on helping users improve themselves, often at their own pace and/or on their own time. Making sure that users have a clear indication of improvement helps keep them engaged, using the game continuously.

Letting users know that they are being evaluated helps focus their interactions, and reminds them that their time really matters. Applied games always come with robust under-the-hood evaluation tools, but user-facing evaluation is also a critical element.

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Adding social elements to your game will help users engage more, focus better, and retain more of what’s important.

The simplest social element is simply comparing or ranking users against one another. A strict competitive element is sometimes desired and sometimes unhelpful, but it is very possible to tailor a less conflict-driven method of peer comparison.

The warmest and best-appreciated social piece is grouping users – letting them work collaboratively, form teams, and tie their experiences to their peers.

Not a form of weakness – social praise can come from showcasing your most excellent users, or giving private gifts or messages to people who are going above and beyond. Praise helps because it lets your users know they are being appreciated by you.

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Add clues, breadcrumbs and easter eggs that will entice users to start thinking and observing with extra diligence and effort.

Explicit knowledge in the form of text can be useful, but users will generally prefer when their own investigations turn out to be beneficial. By tracking user efforts, we can make this happen frequently – creating a positive feedback loop for the user’s efforts.

Users don’t want everything to happen by rote – humans crave opportunities to take their knowledge and experience into new domains. A critical element of game software is that it provides opportunities for users to experiment and fail, or succeed.

The warmest and best-appreciated social piece is putting users together – letting them work collaboratively, form teams, and tie their experiences to their peers.


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