Tazz Kelly

Portfolio — 2026

Tavaris “Tazz” Kelly

Learning Experience Designer

I build learning systems where the mechanics are the content.

Tavaris Kelly headshot

About

Fifteen years designing game-based learning experiences for audiences that didn’t have to show up — children, teenagers, and adults across classrooms, live events, and an app-backed summer campaign.

I approach this work as a designer, not a teacher. The room, the rules, the economy, the pacing — those are the material. Learning is what happens when the material is set right.

Flagship — Stonebound

An 8-week gamified summer learning campaign.

Eight kids, rising grades 1–5. Designed live and mid-run. Documented three ways.

  1. 01

    Designing a Cross-Platform Learning Economy

    A dual-currency learning economy built to motivate short-term effort and long-term identity at once.

    Read the case (PDF)
  2. 02

    The Intervention for When Learning Stalls

    Multi-grade instructional design where the mechanics themselves are the content.

    Read the case (PDF)
  3. 03

    From Divergence to Deployment

    Using AI to go from idea to deployed system in under three weeks without surrendering design judgment.

    Read the case (PDF)

Track record

Live Experience Design

The Friendship Escape Race

The Friendship Escape Race

Mosaic Church

~70 adults, 13 tables, one-hour clock, calibrated so exactly one team escaped.

The Dream Team

The Dream Team

Alpha School

Escape race for 16 fourth-graders, five interlocking lock-boxes, 30–45 minutes, built to reset and reuse across semesters.

Love Lab

Love Lab

Mosaic Church

200-person social-deduction game for 33 couples, three rounds in 30 minutes, rerun three times in a two-hour event.