Case study · SXSW EDU 2026

From Curriculum
to Culture

A keynote that became an arcade game.

I could have given a regular PowerPoint. Instead, I used the power of AI to build a playable story.

Papercraft diorama: a navy-and-cream arcade cabinet titled Curriculum to Culture stands on a grassy platform game world, a pixel hero runs toward it past SXSW EDU banners, with the Austin skyline under a sunset sky.
The decision

The safe option
was a slide deck.

But safe is rarely memorable. So I turned the keynote into a game the audience could play.

Papercraft laptop showing a plain slide titled Innovation Program with four bullet points and a bar chart.
PPT to game
Papercraft arcade cabinet, its screen showing the pixel-art title screen for Curriculum to Culture at SXSW EDU.

Much more fun. Much more interesting.

Story
World
Prototype
Play
The result

The room
played along.

The room was packed. People participated instead of just watching. And the conversations continued afterwards.

Packed room
Active participation
Lasting conversations
Papercraft audience on theatre seats watching the Curriculum to Culture arcade cabinet on a curtained SXSW EDU stage, one person raising a hand.

Your story doesn’t have to stay in slides.

I want to help others turn presentations, reports and ideas into experiences people actually want to use.