Scenario Studio
A serious-game authoring tool and SCORM-ready runtime for workplace training — built in Godot 4.
- Role
- Solo build
- Period
- 2025 – present
- godot
- gdscript
- scorm
- serious-games
- authoring
- plugin
A serious-game authoring tool and SCORM-ready runtime for workplace training — built in Godot 4.
Files & links
Scenario Studio is an authoring suite that lets instructional designers build branching, evidence-driven training simulations — the kind you usually can’t build in Articulate or H5P without writing code — and ship them to any SCORM-compliant LMS.
In daily use. Feature-complete through Phase 14.4. A full four-act demo course (~4 hours of content) authored inside the tool and SCORM-tested against SCORM Cloud.
Mainstream e-learning tools top out at shallow branching: click an avatar, pick from three answers, get a score. They can’t model the thing that actually matters in workplace judgement training — do I have enough evidence yet, and is it the right kind?
The gap: a tool that’s authorable by an instructional designer, runtime-rich enough for serious games, and deliverable through any LMS via SCORM.
A Godot 4 project with two halves.
A playable scenario is composed from Godot Resources (.tres data files), driven by a small set of engine systems:
ScenarioRunner autoload tracks the current node, character trust (-10..+10), memory flags, evidence cards, scored choices.MiniGameBase contract (setup(config) + completed(score, metadata) signal). Every mini-game is a self-contained scene droppable into any dialog node.scenario_ended, converts the fractional score to 0–100, writes cmi.core.score.raw, sets lesson_status to passed / failed against an authored threshold. One-click HTML5 + SCORM zip export.A full editor plugin (addons/scenario_editor/) that replaces .tres text-editing with form-based UI:
GraphEdit. Nodes colour-coded by role; drag-to-connect routing; BFS auto-layout; node positions persisted in the resource’s metadata.FindingTemplateData (keywords, min / max cards, feedback copy per outcome band) and EvidenceTriggerData (per-choice card emission).Ships with the engine as an optional example (examples/alpha_audit/). A full four-act internal-audit training scenario:
Every act ends in a scored choice plus a finding-builder exercise. Trust and evidence cards carry across acts. The designed-in trap: Ana, your colleague, pushes conclusions that the evidence doesn’t support — the learning is in resisting her without dismissing her.
The scenario was designed and authored using the same tool it validates. Every data shape, every mini-game, every scoring rule was stress-tested by authoring four hours of real training content.
EditorPlugin with MainScreen tab and Inspector integration — same tooling as a first-party editor extension.imsmanifest.xml and bundled SCORM API wrapper produces a zip that drops into SCORM Cloud, Moodle, TalentLMS, or any compliant LMS. Tested end-to-end.This is the tool I would have wanted for the last ten years of instructional-design work. It sits between no-code author (too shallow) and custom game studio build (too expensive) — a zone every L&D team with a serious training problem ends up in, and currently has no good tool for.
.tres) — diffable, version-controllable, Inspector-editableEditorPlugin (MainScreen + Inspector integration)Engine and authoring suite feature-complete through Phase 14.4. Full four-act demo course authored and playable end-to-end. SCORM export tested against SCORM Cloud. Currently polishing one-click SCORM packaging and user-facing documentation.