Building Bible Study Interactive

Crowdfunding Great Boy the Game

While I was using games to teach creative career classes inside the classroom, I simultaneously began using them to teach Bible Studies at University of Houston after school.

The Bible Study I teach is taught all over the world. It takes a very reasonable scientific approach to some of the weirdest miracles, cross-referencing other similar parts of the Bible, and providing proper historical context. I took one of the introductory lessons and turned it into an adventure card game. 

A team in Taiwan decided they would like to create a Chinese version. We collaborated to create some prototypes and were able to collect feedback from a variety of university students. 

I estimated that the international churches teaching this Bible Study would provide enough of an audience to crowdfund the first printing of the game. But I wasn’t certain, and I had not committed to fully developing and testing the game, so I created some promotional materials and ran a crowdfunding campaign on Kickstarter to see if there was enough interest. 

I raised just enough for the first print and spent the next 3 months working full time on the development of the game. The educational startup I was working for was not able to attract enough students so they reduced my hours from full time to part time. It was during that time that I produced the Bible study game.

Game Testing Great Boy the GameGame Testing Great Boy the GameGame Testing Great Boy the GameGame Testing Great Boy the Game in TaiwanGame Testing Great Boy the GameGame Testing Great Boy the Game in KoreaSetup guide image
KickStarter crowdsourcing campaign video
Game testing Great Boy the Game.

Defining Success

I delivered on my promises and provided a satisfying adventure card game to everyone who financially supported the project. Before launching the project I had created a spreadsheet to estimate what the costs would be and I also made some best case and worst case scenario projections. Due to my under-estimating how much international shipping fees would be, it came out closer to my worst-case scenario. I assessed the risk by asking myself, “How much money would I be willing to lose in order to successfully deliver on my first crowd-sourcing project?” I was comfortable losing up to $1,000 if it meant I would get the opportunity to develop a commercial product and satisfyingly deliver it to paying customers. In the end I raised close to $8,000 and I incurred about $9,000 in printing and shipping costs. The long hours of labor would be considered volunteer work done for the sake of learning.

Customers were happy to receive the product, and happy with the production quality, but most of my audience were not board game enthusiasts. For this reason many of them opened the game, and looked at it, but did not invest the time to learn the rules and play the game. It became more of a collector’s item or something that just sat on the shelf until someone who knew the rules would come along and teach everyone how to play. I designed the game to hold up to the standards of board game enthusiasts, and they gave very positive feedback. Everyone was satisfied as far as I could tell, and I learned a lot, so I consider the project a great success.

Pivot from Games to Video

Online Lecture Series

Logo for Bible Study Interactive
I love game-based learning, but I find that the need to learn the rules causes too much friction for first time players. This makes the kind of games I can produce nearly inaccessible to most of my audience. For this reason I decided to try building a video lecture based website. Video is far more accessible, because you only need to press play, and far more shareable as you only need to send a URL. 

This low barrier to entry is videos’  greatest feature, but also videos’ greatest hurdle. How do you get people’s attention when there are so many other video creators competing for their attention. To address this I used my superior graphic design skills to signal how much more fun and higher quality our video lecture series would be compared to others.

So I built BibleStudyInteractive.com and created an automated newsletter to provide the content to subscribers based on user behavior.
Web Design &
Video Production
Project Lead
Jun 2016 — Jul 2017
This is a simplified alternative design we tested to make it more like an app.
demo of Bible Study Interactive
An illustrated title card and different visual design theme was created for each lesson.
Here is an example of a full length lecture.

Questions?

Please let me know what you think at