SITE COACH: FALL HAZARDS
Platform: Mobile
Release: 2018
Availability: Google Play, App Store
Genre(s): Environmental Puzzle, Hidden Object
Mode(s): Single-player
Team Size: 7
Engine: Unity
Role(s): Primary Designer, Content Design, System Design, UI Design, UX, Concepting, Writing, Quality Assurance, Lead Artist, Character Art, Environment Art, Prop Art, UI Art
Overview
Site Coach: Fall Hazards is a seek-and-find game that challenges players to identify fall hazards on a detailed construction site, engaging attention to detail and risk awareness in a dynamic, interactive environment.
I designed and implemented levels, wrote all descriptive and feedback text, guided art direction, and collaborated closely with subject matter experts to ensure scenarios accurately represented safe and unsafe practices. I also developed scoring, tutorial systems, and accessibility features, iterating through playtests to align gameplay with learning objectives.
Across randomized sessions, players inspect workers, objects, and equipment, marking hazards while exploring nearly 90 unique safety issues, building real-world awareness of fall risks in a high-replayability framework.
A Large-Scale Environmental Puzzle for Workplace Training
4-min read
This page covers:
Designing a complex, seek-and-find puzzle environment
Collaborating with SMEs to ensure accuracy and authenticity
Creating the asset pipeline, rules, and logic behind hazard identification
Accessibility-minded UI design
Iterative playtesting and refinement
Concept & Objective
This game was designed as a training tool to help workers develop strong hazard identification skills, especially around fall hazards. Fall hazards are one of the most common causes of injury and death in the construction industry.
Our goals were to:
Encourage deeper observation and situational awareness
Provide a realistic representations of common hazards
Offer a playful, exploratory way to practice safety skills
Reinforce learning through repetition, comparison, and surprise
Before production, I drafted an extensive list of fall hazards based on my prior experience working on construction safety titles. SMEs reviewed and refined the list, ensuring everything was realistic, appropriate, and consistent with safety standards.
Environment & Asset Prototyping
The game’s signature challenge was designing a huge environment that could support dozens of potential issues that resonated with the experiences of actual people in the commercial construction trades.
I grayboxed and iterated on a modular construction site that could flexibly support:
Varying scaffolding setups
Ladders, lifts, rigs, tools, and materials
Unfinished floors, railings, and edges
A variety of worker positions and poses
Operating equipment hazards, especially related to boom lifts.
Because assets needed to support both safe and unsafe variants, I helped define the art pipeline and visual rules so that:
Safe vs. unsafe scenarios were readable at a distance
The 2.5D aesthetic remained consistent across modular pieces
Workers and objects could be swapped out without breaking the scene
Complex structures and scenarios were depicted correctly
Throughout development, I worked closely with SMEs to confirm visual details, clarify ambiguous scenarios, and ensure plausibility.
Each new session pulls from potential prebuilt scenarios to construct a new scene.
Designing Scenarios & Interaction
A recurring design challenge was determining what exactly the player interacts with. If someone is standing on an unprotected ledge, is the issue the person or the edge?
The solution leveraged natural player behavior:
Players are more likely to tap an object or person than an empty space.
So the design reframed hazards through interactable objects or workers, never negative space. If nobody is standing on an unsafe ledge, then for the purposes of the game, that ledge is not considered a present risk. I worked with SMEs to confirm that this aligned with interpretations of workplace safety code.
I also aimed to make sure that at least one object in each category demonstrated the safe, correct behavior. Direct comparison, for example between safe and unsafe ladder setups, helps reinforce learning, rewards exploration, and encourages players to double-check assumptions.
Content & Systems Implementation
I handled a wide range of design and implementation tasks, including:
Writing all descriptive text, including:
What the player sees when inspecting a scenario
Messages for correctly found hazards
Messages for false positives
Messages for missed hazards
Managing and implementing assets
Building the level layout
Hooking up interactive logic for each object
Two variants of the same scenario (top) and their potential outcomes (bottom). Scenarios can feature more than two variations.
Designing the scoring system
I was responsible for designing this system. The scoring system discourages “mark everything as unsafe” behavior. It accounts for:
Missed hazards
Incorrectly identified hazards
Correct identifications
The result is a system that rewards accuracy and careful consideration.
UI, Indicators & Accessibility
The game’s hazard markers were intentionally designed to be:
Highly visible through animation
Identifiable through shape + color, not color alone
Clear at multiple zoom levels
I also designed the menu as a tutorial. To begin the game, players must interact with objects in a simplified “menu level,” making onboarding active and hands-on.
Future accessibility considerations include:
Optional text-to-speech
Clearer prompts during early onboarding
Improved end-of-round UX (a common point of confusion)
The title screen is serves a tutorial of sorts.
The player learns the core interactions diegetically.
Once the player understands how to navigate and inspect objects, they're ready to begin.
Playtesting & Insights
Playtesting revealed strong engagement and genuine moments of surprise:
Many players said things like, “I can’t believe I missed that!”
Scenarios featuring distracted workers on their phone were extremely relatable
Some hazards were still unclear, suggesting the need for better examples or prompts
Some players were confused by the tutorial requiring unprompted interaction
Ending a round wasn’t always intuitive
Zoom and pan controls could feel smoother
Overall, testers enjoyed discovering both what they caught and what they overlooked.
A fan-favorite who resonated with the player base.
Iteration & Opportunities
Some opportunities for future improvement include:
Breaking the massive environment into smaller levels. This could result in more onboarding and a sense of progression. It could also help reduce the overwhelming amount of feedback that appears at the end of a session.
Creating pre-made, trainer-selected scenarios to support structured learning. Because the game randomly generates level content, it can be difficult to show a specific scenario. Although the randomized scenes add replayability, they make it harder for instructors to guide learners through specific scenarios and for players to demonstrate understanding of an issue.
Improving environmental navigation and camera feel
Incorporating stronger audio cues, feedback, and audio design.
Key Takeaways
Early prompts and onboarding prevent confusion and frustration.
Highly dense, randomized scenes challenge players but can overwhelm them without careful UX. Less is often more.
Audio can make a game feel alive. Lack of audio can make a game feel dead.
Commercial material used under fair use for portfolio purposes. © 2025 Bryon Lagania