graphics
71 TopicsFree 20-Pose Distribution Center Manager Character
Hi everyone đ I recently built a full 20-pose character pack designed specifically for operations and safety training â and Iâm sharing it here with the community. Meet Arjun â Distribution Center Manager He was designed for: Warehouse onboarding Safety compliance modules Operational process training Scenario-based learning in Storyline or Rise What makes this different from standard stock characters: â Coaching, compliance, instructional & PPE versions â Mentor-style expressions for scenario design â Built intentionally for warehouse environments I created this after reflecting on how powerful custom characters can be when theyâre aligned to the learning context â especially in operational training where realism really matters. You can download the full ZIP file here. If youâd like to: See how I design full character systems Collaborate on custom training visuals Or just connect with another eLearning builder Feel free to comment below or connect with me. You can also check my LinkedIn (https://www.linkedin.com/in/iamsaurabhsaini/ ) to see more of the work Iâm building in character-driven learning and scenario-based design. Would love feedback from this community â how are you using custom characters in your projects?47Views2likes2CommentsUp-Updated "Reveal" codes
Iâve been experimenting with the original HTML code blocks included in Articulate 360âs built-in examples and wanted to share how far you can extend that base structure using GenAI to iterate and refine interactions. Starting with the default image-reveal index provided by Articulate, I used GenAI to progressively develop three new versions. I supplied my own images, created meaningful alternative text for screen readers, and introduced additional UX and accessibility improvements. Every version is fully tailorable if you want to adapt the formatting, colours, spacing or behaviour. The three examples are: Enhanced Image Reveal Grid Uses the original Articulate structure. Adds a hover zoom, a click-to-zoom state, and high-contrast purple letter tiles for accessibility. Fanned âDeck of Cardsâ Flip Interaction A dynamic fanned layout, more like a real card hand. Cards lift and reveal their letter on hover, flip on click, and reset if clicked again. Includes chevron navigation for easier cycling. Plain Flip Grid with Navigation A clean, accessible flip-card grid with navigation chevrons. Mirrors the deck behaviour but with a simplified layout. NOW WITH MORE EXAMPLES of what reveal styles can imagine! If you have suggestions, improvements or alternative approaches, Iâd really love the feedback. And if youâd like to use or remix any part of this, feel free â Iâd love to see what you create with it. Review360701Views10likes9CommentsMars Base Demo: Storyline Integration with Blender 360° Panoramic Renders
I created this short e-learning demo for my Upwork portfolio, showcasing how to integrate custom-modeled 360° environments into Articulate Storyline. I wanted something unique, short, and interesting. Project Rationale: I chose a 3D-printed Mars habitat because the concept aligns with realistic solutions for future human life on Mars, making the demo feel grounded and relevant. To give the base a compelling and genuine purpose, I focused the learning content on growing crops on Mars (Martian agriculture). This subject was a natural fit, leveraging the extensive agriculture knowledge I've gained working with a client over the years, which is also why the base is appropriately named Rhizome Station. Technical Breakdown: 3D Modeling: The Mars base was modeled in Blender (free and open-source software). I created procedural textures for most of the scene and Quixel Megascans assets for distant rocks and lab flora. I also used Blender to model the 3D landscape you see as a backdrop on the computer screens. Interaction Assets: For the icons and images seen within the interactions, these were all done in Storyline using the built-in icons and AI images. Interaction: The experience uses seven linked 360° renders. To track progress, I rendered the images with a start/finish state, allowing a 'completion' green tick to display when the user returns to the main lab view. Audio: Narration was created using Storyline's AI voices. Future Plans: I'm planning to expand this into a full e-learning experience. The expanded course will start with the user in Earth's orbit learning about the Hohmann Transfer Orbit, and once they reach the base, they'll be able to explore different rooms (the living quarters are already built) and go on outdoor missions. I'll update the community when that larger version is complete, but it likely won't be until next year. Check out the Demo here.563Views7likes8CommentsWorkplace Violence and Harassment â Game-Based Scenario
One of our recent projects involved developed a game-based, scenario-driven Custom eLearning Solution focused on Workplace Violence and Harassment Training. As part of our broader corporate training solutions and digital learning services, the goal was to move beyond traditional click-through compliance courses and create a learning experience where employees actively practice real-world decision-making. What we built: A scenario-driven course with 1â4 progressive levels Each level presents realistic workplace situations that require learner judgment Learners complete a knowledge check or quiz at the end of each level Successful completion unlocks a badge, reinforcing motivation and progression Why this project matters: Rather than relying on a traditional, click-through compliance approach, we designed this eLearning course to help learners practice real-world decision-making in a safe environment, supporting better recognition, prevention and response to workplace violence and harassment. Behind the scenes: Branching scenarios were designed to encourage reflection, not just right-or-wrong answers Feedback carefully crafted to explain why a response is appropriate Game mechanics were applied thoughtfully to maintain the seriousness of the topic What this project reinforced for us: When designed with intent, gamification can enhance engagement and retention, even for sensitive compliance topics. Tools used: Articulate Storyline 360 for course development Vyond for video creation Learning outcome: Participants will be able to identify, prevent and appropriately respond to workplace violence and harassment situations through practical, scenario-based decision-making. Explore the course: Click the link below to view the course. https://www.swiftelearningservices.com/our-portfolio/game-based-scenario-sample/story.html We welcome your feedback, questions and suggestions, especially around scenario design, feedback strategies and gamification for sensitive compliance topics.783Views4likes6CommentsStoryline ANIMTEXT
Hey community! đ Creating cool animated titles in Storyline is often tedious... and rarely impressive. So I've put together 17 ready-to-use JavaScript scripts to animate your SVG texts: â Slide replay handling (automatic reset) â Storyline pause support (Varpause variable) â One script per effect, easy to integrate Note: the Voronoi effect loads a small external library (d3-delaunay) automatically - completely transparent to the user! Have fun, test them out, and let me know which effect is your favorite! Review : https://360.articulate.com/review/content/c1587dba-5193-4d45-a4eb-2b985309b7ce/review481Views18likes5CommentsStoryline Magic Cursor
Hey community! đ Want to add some magic to your Storyline greeting cards? I'm sharing 2 small scripts to animate your cursor: â Star trail â colorful stars follow the mouse. đ Christmas emojis â a chain of emojis with a spring effect. It's simple, easy to customize, and it gets the job done! Colors, sizes, speeds... everything can be tweaked in the config at the top of the script. No hassle. Use them, tweak them, and if you create new effects, share them! Have fun and happy holidays! đ review: Storyline Magic Cursor | Review 360195Views4likes2CommentsPUISSANCE 3
Bonjour la communautĂ© Storyline đ Je voulais partager avec vous un petit projet perso que je viens de finaliser : PUISSANCE 3 đź Un mini-jeu entre le morpion et le Puissance 4 : âĄïž 2 modes de jeu (Solo / Duo) âĄïž 3 pions alignĂ©s (vertical, horizontal ou diagonal) = victoire⊠ou pas đ đŻ Objectif du dĂ©fi CrĂ©er un jeu complet 100 % avec les outils natifs dâArticulate Storyline : variables (numĂ©riques / boolĂ©ennes), Ă©tats dâobjets, dĂ©clencheurs conditionnels, animations pilotĂ©es par la logique, gestion des tours, victoire et partie nulle, sans JavaScript. đ§ Principe de fonctionnement (simplifiĂ©) Chaque jeton posĂ© met Ă jour une variable de position dans la grille. Ă chaque action, Storyline vĂ©rifie des combinaisons prĂ©dĂ©finies (colonnes, lignes, diagonales). Quand une condition â3 alignĂ©sâ est vraie, le jeu se fige et affiche le rĂ©sultat via un calque dĂ©diĂ©. đ ïž Ă noter Le plateau, les supports et les jetons sont rĂ©alisĂ©s directement dans Storyline Seuls les smileys de fin de partie ont Ă©tĂ© gĂ©nĂ©rĂ©s via IA Le reste repose uniquement sur la logique interne de lâoutil đ Lien Review pour tester le jeu : Lien jeu Puissance 3 review Je serais ravi dâavoir vos retours, idĂ©es dâoptimisation ou simplement votre ressenti sur le concept đ Merci Ă la communautĂ© pour lâinspiration quotidienne ! Bien Ă vous, JĂ©rĂŽme Grandprat123Views1like0CommentsUI Concept: Military Tank Encyclopedia â Adaptive Navigation Design
Hi everyone! This is my first post here. Iâve been following this amazing community and the inspiring work shared here for a long time, so Iâm thrilled to finally join in and share something of my own for feedback. Iâm currently in the pre-development phase of a comprehensive Military Tank Encyclopedia. Before beginning the technical build in Articulate Storyline, Iâve designed this high-fidelity mockup to balance a high volume of data with a clear user experience: The Logic: Managing Cognitive Load in High-Density UI 1. Adaptive Learning Path: The Question Bar (1â6) at the top serves as a pre-evaluation. Based on the results, the interface dynamically unlocks one of three "clearance levels," determining the technical depth of the content available to the user. 2. Information Hierarchy & Visual Tracking: To prevent cognitive overload, the UI uses a dual-track logic: âą The Center/Main Frame: Dedicated to the specific tank model and its primary variable data. âą Side Display Windows (Circular/Rectangular): These are strategically placed to show general, secondary-level information that follows a separate, global path. By decoupling this from the main model-specific content, I aim to maintain visual stability, reduce eye-tracking fatigue, and provide a clear lane for complementary general knowledge. Current State: All text, titles, and button labels are currently placeholders while the final technical content is being mapped to the structure. Feedback Requested: 1. Given the high information density, does the separation of "Global Data" (side windows) and "Variable Data" (center) feel like an effective way to manage cognitive load? 2. Does the visual hierarchy clearly distinguish between the assessment area and the encyclopedia navigation? Thank you for your welcome and for your objective feedback!182Views2likes0CommentsVideo Game Top-Down with Arrow Key controls
Introduction and features If you have ever wanted to create a world that your users can explore, but haven't known how to do it, then this project can help you get out there and get after it. View introduction in video format here: Video on LinkedIn A full course using multiple characters, multiple boards, side-scrolling animations when moving from board to board, are already being enjoyed by thousands in a professional setting in one of the biggest companies in the world. With this type of course, you have have the user walk around and size of world, gather items, solve tasks and anything you can think of. Review the project here: Review360 You control the Avatar with the Arrow Keys on the keyboard and she can only walk on the paths set by you. That means, she can't walk through walls! You can warp to Task slides or to another Board slide using the Intersect trigger. Download the Project at the bottom of this post. How the character moves The character is a PNG picture that is exactly 200x200 in size. The trick to movement is to also have the Motion Paths be 200px in length and have them set to Relative Start Point. I have chosen an animation time of 0.25 seconds. There are 5 states, the Normal state is the character in the Idle Position. The other 4 states are self-explanatory. Lastly, two triggers are created (NUM 2 appears when you hit Arrow Down on your keyboard). Your character now moves around the Canvas. How the character was created The character was created using AI using the following prompt: I'm creating a game and need a picture of a character. The game has an isometric view and I need the following 4 poses in the same picture with transparent background: 1 Front view where she has an idle pose and standing still. 2 Front view where she is walking towards the camera. 3 Back view where she is walking away from the camera. 4 Left view where she is walking with arms swinging very little. Comically small body. Very large head. Female. 3D style. High resolution. Office clothes. Short hair. Glasses. Transparent background. Disney style. That gave me this character in the poses I asked for. I use this large character for all slides except for the board. On the board, I took the picture into Photoshop and shrunk the body into something even smaller. How the board was made The board was made using PowerPoint and AI. I drew the outline of the board in PowerPoint using square shapes. I guess you could do this in Storyline as well! Then I found random pictures of inventory on google and copy-pasted them into various positions. Then I uploaded the picture into the Copilot AI - any image generation AI will work and used the following prompt: Can you create an exact replica of this image, but make it beautiful 3d top-down style. Make the colors pleasant and give it a disney vibe so that the scene feels warm and welcoming. Keep the layout the same. How to prevent the character from walking through walls This is the part that requires you to click the most with your mouse. First you create a grid of 200x200px square shapes. They only need to cover the areas the character will be walking on. They need to be touching each other and Shape Outline must be turned off - or it won't work. You then type in a unique identifier in each square shape. I just used the numbers from 1-27. I also renamed all the shapes "Square 1" "Square 2" "Square 3" etc. Next you create a new Number variable. The default value should be the square your character will be starting on. In my case, 1. You then create a bunch of triggers that changes the location variable upon intersecting with the character. You can now track exactly where on the board your character is located. This is key to controlling where it can not move. Lastly, you create the following trigger for all four arrow keys. The numbers will be different for you. But basically you look at Square 1 and visualize if the character should be able to move downwards from this location. If it shouldn't be able to, then you don't add the number to the list. If it should be able to, then you add the number. Download the project file Explore all the other various tricks employed to create the soft shadows, the smooth transitions and more by downloading the file right here. :) This project was created by http://www.mindsparkelearning.com - but feel free to modify it and then make it your own! :) I hope someone out there can find this project useful.575Views7likes8Comments