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Building the Future of Game-based Learning: An Interview with GameClass Founder Skyler Scarlett

At Filament Games, we’re always looking for ways to connect with partners who share our passion for making learning playful, engaging, and accessible. That’s why we’re excited to team up with Skyler Scarlett, founder of GameClass. His platform transforms the games people already love into interactive lessons that build skills like communication, teamwork, and problem-solving. Together, we’re combining GameClass’s innovative clip-based approach with our own educational games to give teachers and students new ways to create, share, and learn. In this interview, Skyler talks about where GameClass came from, how it works, and what our partnership means for the future of game-based learning.

BP: Let’s start with your origin story. Before GameClass, you had already built a successful startup in the wellness sector. What inspired you to pivot into ed tech, and how did the idea for GameClass first take shape?

SS: I spent my entire twenties building a wellness business from the ground up. It was thriving, until COVID hit. Practically overnight, my location inside a health club was shut down for an entire year. I couldn’t even grab a pen from my desk. We had to cancel over 300 monthly memberships, I moved back home, and for the first time in years, I had free time.

That’s when I picked up a game controller again. Playing multiplayer games, I noticed something fascinating: every time my team won, communication was flawless, and every time we lost, there had been a breakdown in communication. It hit me that video games could teach skills like teamwork, strategy, and problem-solving better than most traditional methods.

When I looked into educational video games, I realized almost every company was building their own games from scratch, but no one was leveraging the wildly popular games students already loved. That was the lightbulb moment. I set out to create GameClass, a way to transform these games into powerful learning tools that meet students where they’re at and keep them excited to learn.

BP: GameClass is a unique concept that turns any video game into an educational tool. For those unfamiliar, how does the platform actually work for teachers, students, and other educators?

SS: At its core, GameClass takes short recorded clips from popular video games and transforms them into interactive lessons. Teachers can browse our premium library or upload their own clips, then use our patent-pending cloud-based editor to add overlays like questions, shapes, text, drawings, and even AI-generated prompts. This lets them highlight key moments in the game and connect them directly to learning objectives.

For students, it feels like watching a favorite game, but they’re actively engaging with the material, answering questions, and applying concepts in real time. There’s no need to download anything, and lessons can be completed on any device.

For educators, it’s a huge time saver. They can search by subject, standard, or skill, personalize a lesson in minutes, and instantly assign it to a private classroom. The platform also tracks student responses, so teachers get real-time insights into understanding and participation. It’s about making learning as fun and familiar as gaming, without sacrificing educational rigor.

BP: One of the things that stands out about your approach is that you are not building new “educational games” from scratch. You are leveraging existing games students already love. Why was that approach important to you?

SS: Accessibility is the game changer. Using recorded gaming clips is the most accessible way to bring video game–based education into the classroom. There are no hardware limitations, no need for expensive gaming setups, and no long time commitment to build a game from scratch. It’s instant, fun, relatable, and engaging for students. We’ve also found it doesn’t intimidate educators the way using hardware or consoles does. For them, it’s empowering to take a video game and transform it into educational content in 10 minutes or less.

In 2025, it has never been easier to record gameplay. Almost every major gaming company, Nintendo, Microsoft, Sony, Roblox, Steam, makes it as simple as clicking one button to capture your play. That’s led to over a billion recorded game clips in circulation worldwide. Right now, most of them are only used for entertainment, but they could be so much more. By repurposing these clips into educational content, we can tap into an existing ocean of resources and make video game learning available to every classroom, anywhere, instantly. Just look at Twitch for example, does anyone question whether people, young or old, want to watch others play video games?

It was also important to what my CTO and I knew could be protected. A large part of our pending patents lies in using recorded game clips, which we believe will lead to the quickest adoption and the greatest scalability for video game–based learning moving forward. It was also important because this protection positions us to partner with video game companies and white-label into educational platforms, something we’ve seen an unbelievable demand for lately.

BP: You recently announced a partnership with Filament to bring content from our game RoboCo onto the platform. How did this collaboration come about, and what will it look like in practice for educators and students?

SS: I have tremendous respect for Filament Games, their team, and their legacy. What they have accomplished in educational game development is incredible, and being able to partner with them to leverage their games was an easy decision. I’ve never felt that GameClass needed to only be tied to popular video games from the major gaming companies. We make just as much sense as an add-on to enhance educational games and turn them into fun, executed student projects.

Student projects were something Jennifer from Filament Games and I immediately aligned on. The opportunity to take some of the best games Filament has ever created and turn them into student-led projects using GameClass tools, projects that can be used for homework, extra credit, or assessment, was simply too good for either side to pass up.

BP: Both of our organizations are committed to making learning more engaging through interactive experiences. What kinds of experiences or outcomes do you hope this partnership will create for students?

SS: Both of our companies focus on educational engagement, not just entertainment. Of course we want our platforms to be fun, but at the end of the day, if we’re not increasing participation and helping students truly learn, especially in the subjects they most need and want to learn, then we’re not doing our job.

We’re both driven by a belief we know to be true: video games are one of, if not the best, teaching tools on the planet. This partnership wasn’t about a one-off deal, it was about exploring how we can work together over the next 10-plus years to keep innovating in the video game education space and push the boundaries of what’s possible for student learning.

I’m personally super excited about the student projects we can create together, getting students hands-on with our GameClass editor or leaving voice recordings tied into Filament game clips. Seeing them explain concepts in their own words and demonstrate subject mastery firsthand is the ultimate outcome for me. The magic is when students are doing the work not because they have to, but because they want to

BP: For educators, parents, or curious gamers reading this, how can they check out RoboCo and GameClass, explore what is possible, and start building their own interactive lessons?

SS: GameClass is a free platform and that’s not a typo. We built it to make video game education accessible to everyone, and as long as I’m CEO, it will stay that way. Yes, we offer optional paid upgrades, but lessons, editing, and student projects will never be restricted. If you want your students or kids excited to learn, meet them where they’re at. Get them onto GameClass, and join in yourself, as there’s a special parent bond that happens when you create a lesson connected to your child’s favorite video game.

Have them try out a GameClass x Filament Games student project, and when they ask to play the Filament game itself afterwards, take it a step further and let them. GameClass is a great stepping stone to playing educational video games. While we focus on recorded clips, we love when students learn through the controller, keyboard, or mouse, and they can always record that gameplay and upload it to GameClass to enhance the educational experience.

BP: Looking ahead, what’s next for you and GameClass? How can folks follow along? 

GameClass and Filament Games are united by the belief that learning works best when it’s active, engaging, and fun. By pairing GameClass’s tools with Filament’s educational game design expertise, we’re opening up fresh possibilities for creativity in the classroom and beyond. If you’re ready to explore what’s possible, visit gameclass.ai and start building your own interactive lessons today.

Looking ahead, we’re focused on two major fronts: scale and impact. On the scale side, we’re moving quickly from thousands of classrooms to tens of thousands worldwide, with new partnerships rolling out across the U.S., Africa, and the Caribbean. On the impact side, we’re doubling down on building out core areas like financial literacy, STEM, SEL, and AI literacy.

We’re also preparing to expand our patent-pending technology so no matter the platform, whether Roblox, Xbox, PlayStation, Nintendo, or beyond, GameClass remains the most accessible way for teachers to turn gameplay into real learning experiences.

If you’d like to follow along, we share our biggest updates on LinkedIn and at www.GameClass.ai. That’s where you’ll see the partnerships, new lesson launches, and the stories from students and educators using GameClass to transform learning every day.

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