
Touchline
Players plan a soccer team’s training within a shared budget and limited coaching time.
Role Design lead
Studio Blueshift, 2025
Scope Planning tool, Simulation UX
Industry Healthcare, SaaS
Team Myself, Paige Guggemos
I led design of the planning and simulation experience. Training priorities and the shared budget stay beside each plan, and the round’s results show how the decisions played out.
Touchline is an anonymized version of a game I designed for a life sciences company to teach marketing across channels. I changed the domain and data to a soccer academy to protect confidential information. The design problem and my role are the same.
The prototype lets you plan training for six soccer academy players with one budget and limited coaching time. Each round gives you scores to work from in the next plan. Open the prototype in a new tab.

Round three starts with the previous plans in place. Each player card shows spending and estimated development, and opens for editing.
The recording confirms round two and shows the results, with the academy moving from fourth place to first.
Maya’s summary updates after four positioning and two first touch sessions are selected. Saving her plan updates the academy totals.
The review puts shared resources and player plans against the same budget. A final dialog confirms the round before the simulation runs.

Maya’s insights page brings her training priority, preferences, and starting skill scores together. Coaches can plan her training from there.

The table lines up estimated development, coach hours, and cost for all 17 training formats, grouped into core and supporting categories.

The briefing explains the rules in four chapters, starting with how to assess a player before planning their training.
0 likes · 0 views · Nov 7, 2026
A soccer academy simulation for planning six players’ training within a shared budget and limited coaching time.
Timeline
Sep 1, 2024 - Dec 1, 2024