Your clients want better leadership training. You need something that actually delivers. Conventional workshops are forgotten quickly and don't produce measurable behaviour change.

A serious game workshop in progress

What Clients Get

The Games

Welcome to Zombiepuram

Crisis simulation — influence, power dynamics, negotiation under pressure.

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Bloom

Stakeholder management, relationships, and networking simulation.

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Sticky Fingers

Card-based escape room — collaboration and creative problem-solving.

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Planetfall

Spaceship simulation — learning agility and ambiguity handling.

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Ripple Effect

Multi-company trading — balancing team and system-wide objectives.

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Chaos in the Kitchen

Operations simulation — strategic planning and scenario thinking.

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How Partnership Works

Who This Works Well For

Training vendors running leadership programmes. Independent L&D consultants. HR professionals seeking alternatives to conventional workshops. Companies building out their facilitation toolkit.

Why Clients Buy Serious Games

From the end-client perspective, serious games solve a specific problem: leaders who understand what good looks like but don't consistently do it. The knowing-doing gap. Slide-based workshops address it by adding more knowing. Games address it by creating a doing context — with consequences real enough to generate genuine learning.

The outcome that most clients report valuing most is not the game itself, but the debrief conversation it makes possible. A debrief conversation where the facilitator can say "In round three, I watched you choose X when Y was clearly available — what was driving that?" is a qualitatively different conversation from anything a case study discussion can produce. The game creates the data. The debrief extracts the value.

What a Partnership Engagement Looks Like

Most partnerships start with a briefing conversation. You share the client brief — group size, seniority, development objective, timeline. Arvindh tells you which game fits, or whether a custom design makes more sense, or whether a game is the right intervention at all (sometimes it isn't).

From there, the process is straightforward:

The typical engagement timeline is 2-4 weeks from first conversation to delivery date, depending on session complexity and logistics. Custom game design requires 6-8 weeks minimum.

Why We Don't License

Licensing would let other facilitators run these games independently. It would scale the practice and generate passive income. We've chosen not to do it.

The reason is simple: the value in a serious game session is not the game mechanics. It's the debrief. A skilled facilitator can run a game adequately. But the debrief quality depends on the facilitator understanding what the mechanics were built to reveal, what to watch for in the room, and how to connect observed behaviour to the specific development need. That understanding comes from having designed the game — not from a facilitator guide, however detailed.

Licensing produces sessions where the game runs fine and the debrief is generic. We're not willing to build a practice on that output.

Questions Partners Ask

Can we white-label the session?
Yes. The session runs under your brand. Materials reference your client's organisation. Arvindh is introduced as a specialist collaborator. Most clients prefer this approach — it reinforces your relationship rather than creating a direct connection between their team and a third party.

How do we handle pricing with our client?
That's entirely your decision. Arvindh quotes a delivery fee for the session. You set your own margin and present a single price to your client. The underlying fee structure stays between you and Arvindh.

Can we build the game into a longer programme?
Yes — and it often works better that way. Games used as anchors within multi-day programmes (rather than standalone sessions) generate data that the rest of the programme can explicitly build on. If you're designing a multi-session leadership programme, starting with a game typically makes every subsequent session more productive.

What sectors have these games run in?
Technology, pharma, manufacturing, FMCG, financial services, management consulting, and higher education. The games are sector-agnostic — they surface leadership behaviour, not industry-specific knowledge. They run as effectively at an engineering firm as at a bank.

What's the minimum viable engagement?
The smallest engagement is a 90-minute Sticky Fingers session for 12 participants. Most partners start there to experience the format before proposing larger engagements to their clients.

Start the Conversation

WhatsApp Arvindh Call +91 99458 61640