Open to new roles

I design the rules that bring people together.

Creative producer and learning & experience designer. I build curricula, tabletop games, films and community frameworks from the first idea to a system others can run.

Mohamad Abu Shally

A few numbers so far

Four ways into my work

Selected work

Four projects where I designed the system behind the experience, and saw it through with real people.

  1. Learning design

    Perspective: a film curriculum built from zero

    A project-based filmmaking program that teaches self-expression, teamwork and seeing through someone else's eyes. Two age-adapted editions were accepted into the Ministry of Education's Gefen catalog.

    2
    editions accepted into the Gefen catalog
    New
    subject introduced at Taha Hussein Elementary
    3-12
    grades covered by the two editions
    Read the case study
  2. Game design and community

    Sheep & Wolves, and the game nights around it

    A community of board game nights that started in 2023, and the original card game that grew out of it. Researched, prototyped, playtested over several rounds and sold in more than 300 copies.

    300+
    copies sold
    40+
    community game nights
    10-60
    players per night
    Read the case study
  3. Production leadership

    Aya: producing a festival film under pressure

    A Tel Aviv University graduation film that screened at TISFF. I led more than 20 crew members, the cast, dozens of extras and a network of partners, and delivered on time and on budget.

    20+
    crew members led
    On budget
    and on schedule
    TISFF
    festival screening
    Read the case study
  4. Programs and process design

    Mersal Media: workshops, series and a working archive

    I designed two municipal workshop programs for young people, produced and edited educational series that reached thousands of viewers, and rebuilt how the studio logs and finds thousands of archive items.

    2
    youth workshop programs for the municipality
    165
    episodes in one series I produced end to end
    1000s
    archive items made easier to find
    Read the case study

How I work

My house rules

Every game has a rulebook. These are the rules I work by, whether the project is a lesson, a film set or a game night.

  1. Rule 1

    Start from what people can do.

    I design around what a student, player or crew member should be able to do by the end, not what they should memorize.

  2. Rule 2

    Prototype before you polish.

    Paper prototypes, pilot lessons and test screenings. Real feedback early beats a perfect plan late.

  3. Rule 3

    Teach the game in minutes.

    If people cannot get in quickly, nothing else matters. Onboarding gets as much design as the experience itself.

  4. Rule 4

    Give every role a clear next move.

    On set or at the table, people engage when they know what to do next. Breakdowns, rules and task systems make that clear.

  5. Rule 5

    Plan for the cancelled location.

    Something will break. I keep room in the schedule and the budget for the day it does.

  6. Rule 6

    Leave something others can run.

    Rulebooks, lesson plans, registers and workflows that keep working after I step away.

Forty titles on the shelf

Films, series and campaigns from 2014 to today. Pull one out to see what I did on it.

Browse the shelf