VTS Editor: create serious games without coding for professional training
Create your serious games without coding to boost your professional training
Training managers, L&D teams, and HR departments today share the same questions: how to move beyond linear e-learning modules, how to truly train on-the-job behaviors, and above all, how to do it without systematically relying on an agency or an expensive development studio. This is precisely the need addressed by creating serious games with a no-code tool like VTS Editor, which makes design accessible to instructional teams, with no technical or graphic skills required.
Serious games are exactly what is needed here, but for a long time they were synonymous with heavy, expensive projects that were complex to maintain. This is where VTS Editor, a no-code authoring tool developed by Serious Factory, changes the game. It lets you create gamified e-learning modules, realistic role-plays, and fully fledged serious games without any technical or graphic skills.
In this article, we’ll explain in detail how VTS Editor works in practice, illustrate the types of serious games you can produce, and show how to industrialize this production within your training or HR team. To dive deeper into the benefits of immersive learning, you can also consult the white paper Immersive Learning – The Missing Link in Training.
Why serious games are becoming a must in professional training
If you are a training manager or instructional designer, you have probably observed the limits of traditional e-learning approaches. Figures vary from one organization to another, but field feedback sounds similar: modules followed “out of obligation,” poor retention, limited transfer to the workplace.
Purely top-down e-learning quickly reaches its limits because it does not adequately address three key challenges:
- Engagement: linear videos or “next / next” screens do not create real engagement. Learners click, but do not manage risks or consequences.
- Practice: soft skills, customer relations, safety, and compliance develop primarily through action and decision-making, not just by being exposed to information.
- Retention: we remember a lived situation, even a virtual one, far more than yet another animated PowerPoint.
Research on experiential learning shows that we learn better by doing, by making mistakes, and then correcting them. This is exactly what serious games and simulations make possible: the learner becomes an actor, makes decisions, sees the consequences, and can replay the situation. For an overview of these benefits, you can refer to the academic article by Wouters et al. on the effectiveness of serious games in training (Educational Psychology Review).
For a training or HR department, the benefit is twofold: making training more impactful and obtaining more granular indicators on what employees can actually do, not just what they have “seen.” The page Serious Games details these benefits in an e-learning context.
The usual barrier: costly development, scarce technical skills
Most training teams have already asked themselves this question: “A serious game would be great for this topic… but how do we actually produce it?”
Historically, the answer was almost always the same: work with a specialized video game or 3D vendor, with the consequences you know:
- High budgets for a single module
- Lead times of several months
- Strong dependence on the vendor for the slightest update
This model poses several strategic problems for a training or HR manager. First, it prevents integrating serious games into regular production: the serious game becomes the exception, reserved for a “flagship” program. Then, it complicates iterations: it is difficult to evolve a scenario after a few months of field use or to quickly adapt content to new regulations.
Finally, it severely limits reusability: each project almost starts from scratch, with little reuse of existing components. At a time when you are asked to “do more with less,” this model is simply not viable at scale.
VTS Editor serious game: a no-code alternative to industrialize creation
VTS Editor was designed to address these constraints precisely. It is a no-code authoring tool, available by subscription, intended for instructional designers, training managers, L&D and HR teams.
The promise is clear for a training department:
- Give teams the ability to create, modify, and evolve serious games without writing code
- Leverage a foundation of tools, blocks, and templates to industrialize production
- Keep full control over content, updates, and translations, without depending on a third party for every change
Concretely, with VTS Editor you can:
- Design complete scripted paths, with dialogues, decisions, feedback, scoring, badges
- Create realistic 3D role-plays, even in 360° or VR, with animated and expressive characters
- Export your scenarios in SCORM for your LMS or deploy them via VTS Perform for advanced tracking
For an HR or training manager, this means it becomes possible to address critical topics (management, safety, compliance, sales, onboarding) with serious games, not as an exception but in a regular, structured way. To explore the full potential of the authoring tool, you can consult the dedicated page Design software for gamified E-Learning modules made easy with AI.
How VTS Editor serious game works: a studio with no lines of code
A visual scenario graph: manage pedagogy like an interactive storyboard
The core of VTS Editor is a visual scenario graph. For a training manager, this is a key element: it allows you to see, understand, and manage the learning path without entering a technical logic.
Each element of your scenario is represented by a block, connected to others by arrows. A block can be a dialogue, a question, a video, a score calculation, or a condition. The arrows materialize the sequence of the experience: what happens after a correct answer, a wrong choice, an elapsed time, etc.
This approach offers several concrete advantages for your teams:
- They design with a visual language, similar to a storyboard, which everyone can read and comment on
- They immediately identify branches, remediation loops, and excellence paths
- They can easily explain the scenario to business experts, legal teams, or the project sponsor, without technical jargon
An important point for training managers: the graph makes maintenance much simpler. Modifying an instruction, a score, a success condition is done in a few clicks, without recompiling or sending a new specifications document to an agency.
Information blocks: setting context and emotion
Information blocks are used to tell, contextualize, and immerse without necessarily requiring an immediate action. For an instructional designer, these are essential bricks to build a credible framework.
The Speak block lets you create lively dialogues between characters and the learner. You choose who speaks, to whom, with what emotion, and VTS Editor automatically manages eye contact and subtitle display. With synthetic voices, you can have your characters speak in multiple languages without going through a recording studio.
The Message block displays an instruction or key information window, with title, text, image, and optionally sound. It is the ideal brick to introduce a rule, clarify a business issue, or alert the learner before a critical situation.
The Emotion, Character Animation, and Gaze blocks add the non-verbal dimension. For a management serious game, for example, you can show a closed-off, stressed, or angry employee without saying it explicitly. The learner then has to learn to read these subtle signals, which is exactly what you want to develop in managerial training.
Finally, blocks like Slideshow, Video, Sound, Text Animation, and Foreground allow you to alternate between moments of explanation, illustrated sequences, and visual highlights, without breaking the continuity of the experience.
Interaction blocks: turning the learner into an actor
From a training manager’s viewpoint, the key question is: at what point does the learner actually act, make a decision, manipulate something, rather than simply “consume” content?
This is the role of interaction blocks. VTS Editor of course offers blocks such as Quiz, True/False, Text field, or Numeric field, which cover classic assessment needs. But the real interest for serious games is to go beyond that.
The Choice of sentences block, for example, allows you to simulate complete conversations. The learner chooses the sentence they want to say, the character opposite reacts, the score changes based on the relevance of the choices, and the scenario can branch. This way, you can build a simulation of a disciplinary interview, feedback, conflict management, or complex sale, without coding.
The Clickable zones and Interaction with scenery blocks open the way to exploration scenes. The learner can click on elements in a photo of a workstation, workshop, or office to identify risks, consult fact sheets, or trigger mini-situations. For safety or compliance training, this allows you to move from theory to highly visual practice.
The Matching and Drag & Drop blocks introduce exercises in association and categorization. Beyond the obvious learning uses (associating rules and behaviors, linking incidents and procedures), these blocks help you verify that the learner has understood the business logic, not just memorized phrases.
Finally, the Menu block allows you to offer differentiated paths. A training manager can, for example, offer an entry menu where the learner chooses their role (manager, salesperson, technician) to experience a scenario adapted to their job, while leveraging the same underlying structure.
Technical blocks: managing logic without a developer
For a serious game to be more than a succession of scenes, you need real business logic: score, success thresholds, remediation paths, randomness, conditions for accessing certain content. This is often where, in a classic custom project, you need a developer.
With VTS Editor, this logic is handled by technical blocks. The Score block allows you to grade the learner on competencies you define (for example “Conflict management,” “Customer focus”). The Check score block compares these scores against thresholds and allows you to send the learner to an excellence, remediation, or consolidation branch.
The Flag and Check flags blocks are used to store states: did they consult the resource, did they watch the explanatory video, have they already failed three times at this step. You can then condition access to certain scenes on these indicators, opening the way to rich adaptive paths.
Other blocks manage pacing and structure: Wait to create moments of reflection or controlled pauses, Random to vary the cases offered, Counter to limit the number of attempts, Sequence and Switch to organize complex sequences without multiplying conditions.
For training managers overseeing international rollouts, the Condition on language block lets you adapt certain parts of the scenario according to the publication language: examples, cultural references, or even country-specific rules.
Finally, blocks like Countdown, Progress, and Badge allow you to introduce mechanics of time, completion, and reward. For blended or certification-based programs, this is a powerful lever to make progression and success visible, both for the learner and for the LMS or VTS Perform.
Multimedia, 3D, and synthetic voices integration: making your scenarios credible
For an HR or training manager, one recurring concern is the credibility of the situations offered. If the setting does not resemble employees’ daily environment, if the characters are caricatures, engagement collapses.
VTS Editor addresses this with a library of realistic 3D characters, configurable sceneries (offices, factories, stores, medical environments, etc.), and the ability to easily insert media into these sceneries. In just a few scenes, you can recreate a bank branch, a logistics warehouse, or a meeting room in your company. To discover the range of available avatars, see the page The characters of VTS Editor, and for environments, the page The Sceneries in VTS Editor.
Synthetic voice generation is another major asset. It allows you to quickly voice your dialogues in multiple languages, prototype without waiting for studio recordings, and update voices as often as needed as regulations or business requirements evolve.
For the most immersive projects, VTS Editor also supports 360° sceneries and VR use cases, with the Freeze 360 and Force 360 blocks to control what the learner sees and when, without giving total freedom that could harm the learning scenario.
Serious game use cases: what scenarios to create with VTS Editor in professional training
Managerial simulations and soft skills: training behaviors, not just knowledge
Training departments invest heavily in management, leadership posture, feedback, and conflict management. Yet these topics are among the most difficult to address with traditional e-learning. VTS Editor allows you to design rich conversational simulations at the heart of your VTS Editor serious game strategy.
A concrete example: you create a serious game where the manager has to conduct a disciplinary interview with an underperforming employee. The Speak block sets the context, the Choice of sentences blocks offer different ways to begin the discussion, with visible consequences on the employee’s expression via the Emotion and Character Animation blocks.
The Score block records the impact of choices on different competencies (listening, assertiveness, clarity). At the end of the simulation, a Message or Slideshow block provides overall feedback, and a Badge block recognizes the level of mastery. The training manager now has a tool that does more than just explain what a good disciplinary interview is: it lets managers practice. To explore these approaches in more depth, you can consult the white paper From Feedback to Conflict Management.
Sales, customer relations, and retail: simulating demanding customers
For sales or customer service teams, the question is often: “How do we train our employees to handle difficult customers without risking a real incident?”
With VTS Editor, you can build scenarios where the learner plays a customer service representative, sales associate, or account manager. At each step, they choose how to respond to an impatient, dissatisfied, or hesitant customer. The customer’s reactions are played by a 3D character, with consistent expressions and an appropriate voice.
Technical blocks allow you to multiply cases: a Random block selects a type of customer at launch, Flags record repeated mistakes (such as systematically returning to price), and a Check score block can unlock more complex cases for those who perform well on the initial ones.
For the training manager, the benefit is twofold: offering realistic practice without mobilizing actors or rooms, and obtaining consolidated data on the relational skills of teams, useful to guide coaching programs or certification paths. Customer cases such as Novartis or Basic-Fit illustrate the power of such immersive systems.
Compliance and safety: moving from regulatory reminders to controlled risk experiences
In many organizations, compliance or safety modules are perceived as an administrative requirement. Training managers seek both to ensure traceability (everyone has indeed completed the course), and to genuinely reinforce safe behaviors.
A serious game designed with VTS Editor can turn these modules into experiences where the learner must spot deviations, make decisions under time pressure, and measure the virtual consequences.
For example, in a workshop scenery, Clickable zones can be used to spot non-compliances (missing protective equipment, improper storage). A Countdown block simulates an emergency. If the learner reacts poorly or too late, the scenario shows possible impacts, then redirects them to targeted resources via the Modify resources and Open resource blocks.
For an HSE or compliance manager, this type of experience is invaluable: it shifts from a logic of “acknowledging” rules to a logic of training their application in complex situations. Projects like SICA Nucléaire or Omexom show how sensitive sectors are already using this type of approach.
Onboarding and environment discovery: letting employees visit the company even before day one
Onboarding is a key moment for HR. It’s about conveying practical information, but also providing bearings, values, and cultural codes. A serious game built with VTS Editor can take the form of an interactive tour of the company.
Using the Teleport block, the learner can move from the reception hall to a production floor, then to a meeting room. In each place, Clickable zones or Interaction with scenery blocks give access to mini-situations, welcome videos from managers, or practical fact sheets.
You can thus offer a standardized onboarding to all new hires, while making room for role-specific paths. For HR, this is a way to guarantee a common baseline of messages, reduce the variability of in-person presentations, and offer a more modern experience to newcomers.
A study by Sitzmann (2011) shows that interactive simulations improve learning performance by an average of 20% compared to traditional training (Personnel Psychology). By combining this approach with a tool like VTS Editor, you give your onboarding a genuine impact on job readiness.
Scenario-based assessments and LMS integration: going beyond the final quiz
Finally, VTS Editor lets you integrate your serious games into your LMS via SCORM. For a training manager, this means you do not sacrifice traceability or reporting when moving to more interactive systems.
The Progress, Score, and Check score blocks let you decide precisely when the module is considered complete, what score is reported, and under what status (Passed or Failed). This way you can build real scenario-based assessments, where the level of mastery is measured across multiple competencies and not just with a simple final quiz.
With VTS Perform, you can go even further by analyzing paths, badges earned, the most difficult competencies, and by sharing this information with managers to inform annual reviews or individual development plans. For more details on these features, see the page Deploy your e‑learning courses with our LMS platform.
Industrializing serious game production with VTS Editor
Training your instructional teams instead of hiring developers
For a training or HR director, the goal is not to turn instructional designers into developers, but to give them a tool that speaks their language. VTS Editor was designed with this in mind: visual graph, blocks organized by function, quick preview, integrated documentation.
Within a few days, a design team can produce a first usable prototype. Within a few weeks, it can structure complex scenarios, work with technical blocks, use variables, and begin building reusable templates.
This internal ramp-up is a strategic lever: you retain ownership of the scenarios, the ability to evolve them, and you significantly reduce the time between a learning idea and its go-live. To accelerate this onboarding, Serious Factory offers dedicated training programs, such as VTS Editor – Getting started.
Capitalizing: functions, variables, and variable media
Industrialization relies on reuse. VTS Editor offers several mechanisms for this.
Groups in Function mode, called via the Call Function block, let you create once and for all reusable scenario bricks: a type of feedback, a scoring mechanic, an assessment template. Modifying the function automatically updates all instances where it is used.
Variables and variable media let you avoid duplicating blocks to manage content variations. A single Clickable zones block can display different images depending on context, driven by a variable, instead of duplicating the sequence for each version.
For a training manager, this means you can gradually build an internal “toolbox” of learning mechanics, specific to your organization, which speeds up each new project. To explore these advanced aspects further, the training course VTS Editor – Advanced Variables, Interactivity & Customization – Intra is an excellent complement.
Saving time with AI, without losing pedagogical control
The AI features in VTS Editor do not replace your designers; they assist them. Project or block generation provides draft scenarios and dialogues to refine. Automatic translation saves time on multilingual projects. Synthetic voices spare you back-and-forth and studio costs for each text update.
For a training manager, the benefit is concrete: less time spent on repetitive tasks, more time available to align content with business challenges, test scenarios with pilot groups, and fine-tune the pedagogy.
Deploying at scale: from PC to mobile, from web to VR
Finally, VTS Editor lets you deploy your serious games on the main devices used in the company: computers, mobiles, web, and even VR headsets where relevant. For a training department, this simplifies module delivery and makes it possible to adapt to access constraints of different populations (shop floor operators, mobile sales forces, managers in open-plan offices).
SCORM export ensures integration with your existing LMS, while VTS Perform opens advanced possibilities in terms of tracking and analytics. You don’t have to choose between learning innovation and reporting requirements: the two are compatible.
Giving training teams the means to create their own serious games
Moving from idea to first VTS Editor serious game prototype
For a training manager, CHRO, or instructional designer, VTS Editor represents a paradigm shift. The question is no longer whether you have the means to make a serious game, but rather on which topics it will be most relevant to use it first.
By providing a no-code studio dedicated to serious games, with a readable scenario graph, more than 40 ready-to-use blocks, 3D characters, synthetic voice generation, AI features, and native LMS integration via SCORM, Serious Factory enables instructional teams to regain control.
This opens up concrete possibilities: transforming dreaded compliance modules into controlled-risk experiences, training managers on delicate situations without exposing the company, supporting onboarding with virtual tours, or assessing skills through narrative scenarios rather than simple MCQs. Many customer testimonials illustrate these benefits on the page Success Stories.
Choosing a first use case and getting support
If you’re wondering where to start, the most effective answer is often to target a priority use case for your organization (for example “First-level management,” “On-site safety,” “In-branch sales”) and prototype a first serious game with VTS Editor. Your teams can then build on this initial experience to gradually roll out a full library of serious games serving your skills development goals.
Requesting a personalized demonstration of VTS Editor and working on a first pilot scenario with Serious Factory is often the best way to quickly measure what this approach can change, both for your learners and for your training system as a whole. To do so, simply fill out the form on the page Request a demonstration of VTS Editor, or test the full suite via Try Virtual Training Suite.






