This paper analyzes the design and development opportunities and challenges of creating a virtual cultural training simulation whose core features can be deployed across diverse media platforms such as personal computers, mobile devices, game platforms, the web, and Cave Automatic Virtual Environments (CAVE). This paper describes progress on a platform-flexible design approach for The First Person Cultural Trainer (FPCT), a high-fidelity simulation in which the user must build rapport with culturally rendered Afghan and Iraqi characters in order to unlock key information. FPCT was developed for Army Training and Doctrine Command Intelligence Support Activity (TRISA) at Fort Leavenworth. FPCT is part of the larger Hybrid Irregular Warfare Improvised Explosive Device Network-defeat Toolkit (HI2NT) program of federates and must operate within these architectures. In addition to design and development considerations, this paper explores the additional challenge of balancing the financial costs and performance benefits of developing for yet undetermined game engines and platforms. This paper offers suggested approaches to flexible design that can be applied to the future reuse of assets, training narratives, and core functionality in other simulations.