A small studio, on purpose
Big enough to design, draw, build, test and run a game without handing it between agencies; small enough that the people you meet at the start are the people doing the work.
Who's around the table
Six kinds of work go into every game we make. Turn the cards over to see what each one does on a project.
- 01
Game design
- 02
Learning design
- 03
Engineering
- 04
Illustration and animation
- 05
Sound and voice
- 06
Research with children
Why a studio like this
Most learning games are either fun or useful. The fun ones borrow from mobile games: coins, streaks, chests, timers. They keep children playing, not always learning. The useful ones are often a quiz in a costume.
We think the good version sits between the two: short rounds that feel good to finish, on top of a proper model of what the child is learning, with rewards earned by learning rather than by time spent.
And we think most organisations don't need a gamification platform. They need one or two parts done well. So we build those parts as products, run them ourselves, and sell them one at a time.
How we're set up
We split our time between our own products, Sabrina and Buddies, and commissioned work. Our own products keep us honest: we live with our decisions, answer our own support email and pay our own hosting bills. Commissions bring new subjects and new children, and usually improve the parts everyone uses.
The people who sketch a game are the people who launch it; nothing gets handed over halfway. For bigger projects we bring in teachers and subject experts we trust, and we're glad to work alongside your team or another studio.
Come and say hello
Even if it's early and vague. The first conversation costs nothing and is usually useful.