The Paper addresses a current polylemma in engineering education. Based on existing theories and findings on mixed reality and game-based learning it demonstrates – initially on a conceptual level – a possibility for diversity-oriented, application-related, experience-oriented engineering education. In a second step it describes the development and design of a specific learning environment, a solution space, which is developed by experimenting and creative exploration as well as on the basis of strong theory: In a Mixed Reality simulation in the first semester of an engineering study program, students will have the opportunity to experience the digital transformation in a production company. In a virtual production plant, they will be working together in a network of engineering consultant teams and acquiring necessary methodological and technical knowledge in various modular units. They get familiar with up-to-date automation technologies, work out a state of the art [1], pitch for "budgets" for their projects to reach the next level etc. In the modular production unit students will choose appropriate technologies and plan a modular manufacturing shop floor. In addition, methodological and technical topics are linked and reflected in real hands-on project work. Virtual, augmented and real settings are combined in one Mixed Reality Game. The design offers the opportunity to be interlinked and practiced in higher project modules.