Saleh Alghwairi.

Game Design & Digital Media Educator | UI/UX & XR Designer

Teaching Portfolio

Designing practical, industry-focused learning experiences across game design, product design, visual design, and creative technology.

How I teach

Teaching Philosophy

Learning by making

Every course is built around producing something real. Students don't study game design — they design games, test them, and watch other people play them.

Theory becomes project outcomes

Concepts are introduced exactly when a project needs them. A lecture on game economies lands differently when your own store screen is open in the next tab.

Building creative confidence

Beginners often believe creativity belongs to other people. Structured briefs, visible progress, and early wins dismantle that belief quickly.

Systems, not software tools

Tools change; thinking transfers. I teach the systems underneath — hierarchy, feedback loops, state, iteration — so skills outlive any single application.

Constructive critique and iteration

Critique is a working method, not a verdict. Students learn to give, receive, and act on feedback the way design teams and game studios actually do.

Real industry workflows

Files are organized like production files. Handoffs look like real handoffs. Students leave having already worked the way teams work.

Support beginners, challenge the advanced

Layered briefs let a first-time student ship something complete while an advanced learner pushes systems, polish, and scope further.

Curriculum

Areas I Teach

Game Design Fundamentals

Core loops, rules, goals, challenge and reward — how play is structured, and how to analyze the games students already love.

  • Core loops
  • Rules & goals
  • Player motivation
  • Game analysis

Game Mechanics, Systems & Prototyping

From paper prototypes to digital greyboxes — designing mechanics, balancing systems, and testing fast.

  • Mechanics
  • Systems & balance
  • Paper prototyping
  • Playtesting

Unity Game Development Foundations

A practical entry into Unity — scenes, prefabs, simple scripting, and building a small playable game from scratch.

  • Unity editor
  • GameObjects & prefabs
  • Intro scripting
  • Build & publish

UI/UX & Product Design

User flows, wireframes, interface states, and usability — designing screens that behave well, not just look good.

  • User flows
  • Wireframing
  • States & edge cases
  • Usability

Figma & Design Systems

Professional Figma workflows: components, variables, auto layout, and building small design systems that scale.

  • Components & variants
  • Auto layout
  • Variables & tokens
  • Documentation

Digital Art & Game Art

Composition, color, character and environment art — building visual worlds that support gameplay and narrative.

  • Composition & color
  • Character art
  • Environments
  • Visual narrative

Photoshop & Illustrator

Production-grade raster and vector workflows — from digital painting to icon systems and print-ready artwork.

  • Digital painting
  • Vector illustration
  • Icon design
  • Production files

VR, XR & Interactive Media

Designing for immersive and interactive formats — VR experiences, interactive installations, and emerging tools.

  • VR experience design
  • Interaction in 3D
  • Emerging tools
  • Rapid prototyping

Ways to work together

Course & Workshop Formats

University courses

Semester-length courses with structured briefs, critique cycles, and final showcases.

Short intensive workshops

One-day to one-week intensives focused on a single practical outcome.

Beginner bootcamps

Multi-week programs taking complete beginners to a finished portfolio piece.

Project-based studio classes

Studio-style sessions where a real project drives the entire curriculum.

Corporate & organization training

Tailored training for teams — tools, workflows, and design capability building.

Online & in-person sessions

Both formats, in Arabic or English, with materials designed for each medium.

In the field

Teaching & Workshop Experience

Jordan Gaming Lab

Amman, Jordan

Training activity covering game design and game development foundations for aspiring developers.

  • Game design
  • Game development

Cultural Gaming Lab — Yemen

In the context of UNESCO and the Hadramout Cultural Foundation

Training within a cultural gaming lab initiative in Yemen, focused on game design, game visuals, and digital media skills for emerging creatives.

  • Game design
  • Game visuals
  • Digital media

Abdul Hameed Shoman Foundation

Workshops — Amman, Jordan

Workshops in game design and digital creativity for youth and community audiences.

  • Workshops
  • Digital creativity

MetaFour Collective

Amman, Jordan

Collaboration with a cross-disciplinary art and technology collective around creative technology and interactive art practice.

  • Creative technology
  • Art & technology

GD Workshop

Game design training

Game design workshop sessions covering fundamentals, mechanics, and prototyping.

  • Game design

JHCO — Jordan Hashemite Charity Organization

Training sessions

Digital media and design training delivered in a community development context.

  • Digital media
  • Community training

IEEE

Student & professional sessions

Sessions on UI/UX, design tools, and creative technology for engineering audiences.

  • UI/UX
  • Creative technology

JODAR

Training activity

Design and digital skills training sessions.

  • Design training

Technology Makers Foundation

Training activity

Training in digital media, UI/UX, game visuals, and game development.

  • UI/UX
  • Game development

From brief to presentation

Teaching Method

  1. Brief

    A real, constrained problem worth solving

  2. Research

    Reference, analysis, and player/user understanding

  3. Concept

    Directions, sketches, and early decisions

  4. Prototype

    The smallest real version that can be tested

  5. Critique

    Structured feedback, the way studios do it

  6. Iterate

    Act on feedback; tighten the work

  7. Present

    Defend decisions and ship the outcome

What students leave with

Learning Outcomes

  • Build playable game prototypes
  • Create usable product interfaces
  • Develop reusable design systems
  • Present and defend design decisions
  • Work collaboratively in creative teams
  • Deliver finished digital experiences

The canon I teach from

Game Design References

The Art of Game Design: A Book of Lenses

Jesse Schell

Game Design Workshop

Tracy Fullerton

Designing Games

Tynan Sylvester

A Theory of Fun for Game Design

Raph Koster

Rules of Play

Katie Salen & Eric Zimmerman

Game Mechanics: Advanced Game Design

Ernest Adams & Joris Dormans

Characteristics of Games

George Skaff Elias, Richard Garfield & K. Robert Gutschera

Fundamentals of Game Design

Ernest Adams

Advanced Game Design: A Systems Approach

Michael Sellers

Available for university teaching, workshops, curriculum development, and creative technology training.

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