← Selected Works Gamified Training · 2016 – 2018

Olympia ×
Albert Heijn

Role Unity Developer
Technology Unity3D · WebGL · C#
Platform WebGL · Browser-based
Industry Retail · Logistics · Netherlands
Olympia × Albert Heijn — gamified warehouse training platform

Albert Heijn is the largest supermarket chain in the Netherlands. Olympia, a staffing agency, ran their warehouse workforce. The brief: build a training platform that prepared new warehouse employees before their first shift — not through instruction manuals, but through games.

The result was a set of browser-based Unity training games, delivered over WebGL, with a reporting system that tracked user activity and learning progress across the platform. Realistic enough to be useful. Engaging enough to actually be used.

Training simulations fail when they don't match reality. Before writing a line of game code, I visited the Albert Heijn warehouses to understand how they actually worked — the layout, the equipment, the workflows, the vocabulary workers used on the floor.

That research fed directly into the game design. The scenarios, the obstacles, the decision points — all grounded in what I had seen. The training felt real because it was built from real observation.

  • Built all 2D Unity training games for the warehouse environment
  • Deployed across WebGL for browser-based access with no install required
  • Designed the modular game architecture for scalability across multiple training scenarios
  • Built the user activity tracking and reporting system for managers
  • Conducted on-site warehouse research to ground game content in real conditions
  • Collaborated with Olympia's learning and development team on content and objectives

The modular architecture was a deliberate choice. Warehouse training needs to evolve as procedures change — new equipment, new workflows, updated safety standards. A system locked to fixed content requires rebuilds. A modular system accepts new scenarios as extensions, not replacements.

The reporting layer gave Olympia visibility they didn't have before: who had completed which modules, where employees were getting stuck, how long sessions were taking. The games generated data. The data informed staffing and training decisions.

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