European Tech · Played ← play the game
About this project

A series of 15-minute games where the player is the thing the system processes.

Episode 1 · Adyen · ~15 minutes · vanilla web

The premise.

Most lessons about complex systems are diagrams. You see arrows between boxes; you nod; you forget. This project flips the angle: you don't observe the system — you become a unit of it.

Episode 1 makes you a single payment moving through Adyen's seven-stop processing cycle. You feel why approvals fail, why fees stack quietly, and what the system remembers about you between runs. Episode 2 is locked as ASML. Future episodes will make you a chip, a wind-turbine bid, a freight container — each one a 15-minute first-person tour of a system most people only ever see from the outside.

The Four Pillars.

Every design decision is checked against these four. They are the arbiters, not preferences.

i
Teach by feeling, not telling.
Interchange fees appear as HUD deductions, not tooltips. The cost is felt before it is named.
ii
Agency IS the lesson.
The four kinds of agency the player gets (strategic, narrative, moment-to-moment, world) ARE the four kinds of decision the system itself makes. The curriculum is the controls.
iii
The cycle is the world.
The seven biomes are not stages. They are real stops in the real cycle: gateway, risk engine, schemes, issuer, capture, settlement. Every biome maps to a thing.
iv
Earned, not given.
The dossier unlocks one page per scenario completed. Bonus evidence cards arrive at 18 + 36 trust. Nothing is given on first contact; the depth is the reward.

The Three Voices.

The screen is a stage for three voices that argue with each other. The argument is the curriculum: the player learns the shape of the system from the tension between them.

Narrator
"And paying, in this century, becomes you."
System
"You are authorized. Not yet captured."
Schema
"PAN. EXPIRY. CVV. The shape the network expects."
Pulse
"Marlene hasn't even taken a sip yet."
Toll
"Even your platform pays. Adyen does not own us."
Shadow
"I have stood here before. They remember."

The Narrator is anthropological. The System speaks to the Intent. Schema is precise and cold. Pulse is the human heart that worries about the buyer. Toll is older than everything and resents it. Shadow accumulates across runs — born only when the player's Ledger has earned enough trust to make the system recognise them.

Seven stops.

Each biome teaches one thing — one principle of how the system actually works. Together they are the cycle the payment travels.

Stop 1 The Café A payment is born from a want.
Stop 2 The Foundry The shape the network reads. PAN, EXPIRY, CVV — seven fields, milliseconds to assemble.
Stop 3 The Customs House The risk engine. You set a policy and judge three intents. False decline or chargeback — every block has a cost.
Stop 4 The Plain of Tolls The card schemes. No agency here — you pay, you shrink, you pass. The lesson is the absence of choice.
Stop 5 The Court The issuer's verdict. Lay your evidence; the magistrate has a hidden threshold computed from everything that came before.
Stop 6 The Waiting Room Capture window. Auth is a promise; capture is the move. Seven days, then the auth lapses.
Stop 7 The Tide Settlement. The full run summarised. Every choice visible. The system remembers.

How it was built.

Vanilla HTML, CSS, JavaScript — no framework, no bundler, no build step. ES modules via <script type="module"> is the loading pattern. Serve any folder over HTTP and the game runs. The constraint is the design: depth comes from prose and pacing, not framework features.

Three voices implemented as separate DOM containers with distinct typography. Voice queue serialises audio playback so the same TTS-cloned actor never talks over themselves. Ledger + scenarios + audio + accessibility (focus-visible, reduced-motion, keyboard nav) all wired without external libraries.

Aesthetic touchstones: Disco Elysium (text as mechanic), Mirror's Edge (geometric minimalism), Kentucky Route Zero (theatrical pacing), Inside (confident silence).

Behind the project.

Designed + built by

Senior Learning Experience designer, just interested in L&D and European tech. This project is a portfolio piece + a public demonstration of two published frameworks: the Four Agency Types and the Five Economy Principles. The goal is learning experiences that take complex systems seriously and make them felt.

Episode 2 is locked as ASML. The format is portable: any system with a clear cycle and a load-bearing protagonist-as-unit metaphor (a chip, a freight container, a wind-turbine bid) can become a 15-minute first-person tour.

When you're ready Play Episode 1 →