Three things we make

Interactive learning experiences, branded games, and gamification pieces you can pick and mix. Most people start with a sprint; some only want a piece or two and never need to talk to us. Prices are at the bottom, and they're real.

1 Interactive learning experiences2 Branded games3 Pick-and-mix gamificationWays to buy

Interactive learning experiences

You bring the subject and the children it's for. We design something they want to come back to, from a five-minute game to a longer adventure, draw it, build it, test it with children, and run it.

Underneath is a learning model for your subject: what counts as progress, and what each kind of mistake tells you. That's the part most games skip, and it's how ours know when something has been learnt, and can tell a teacher what to do next rather than who scored highest.

What you get

  • Game design, illustration, animation, sound and build
  • A learning model for your subject, written with a subject expert
  • A grown-up view for teachers or parents
  • Web first: phones, tablets and classroom screens, nothing to install
  • Hosting and looking after it, or a clean hand-over

Typically £40k–£120k, depending on how much content and which devices.

A Sabrina round on a phone, with big letter tiles for younger children.

big tiles for under-sevens, same engine underneath

Branded games

Games and experiences with your name on them: for a campaign, a museum gallery, a publisher's series or an app. Your characters and colours, our engine underneath, so you get a game that's been played by real children before it carries your brand.

If you publish at scale you may want the engine itself: the spelling engine, the character system or the reward rules, inside your own products and run by your own team. We license those too, hosted by us or by you, with a named person to call. Your content and data stay yours.

A branded game is a commission: typically £40k–£120k. An engine licence is typically from £18k a year.

Sabrina's avatar kit: one set of characters and outfits, recoloured and dressed differently.

one art system, recoloured for whoever's name is on the box

Pick-and-mix gamification

Most gamification is sold as a platform: points, badges and a leaderboard, bolted on, on someone else's terms. We sell the pieces we built for our own games, one at a time.

Buddies is the first: a character builder children love, with optional rewards earned by learning and certificates for finishing things. It works as a paste-in snippet for a marketing site, a drop-in element for a web app, or an API for developers (REST, GraphQL, and an MCP server for AI assistants).

Self-serve from free. If you'd like a hand fitting them in, typically £4k–£15k.

buddies.cloud ↗Free certificate maker ↗

A meadow buddy called Dragon, a cheeky face with its tongue out, a captain's cap with a gold badge, for sailing days, with a dragon tail with a spade tip
One of 289.3 quintillion

Use one piece, or all three

  1. Make a buddyThe character builder on its own: a paste-in snippet or a React component, 289.3 quintillion looks, skin tones, hair, glasses, hearing aids and wheelchairs free from the start.Just the builder ↗
  2. Earn keepsakesYour app sends learning events, readable rules turn them into unlocks. No currency, no chance, no shop.Just the rewards ↗
  3. Get a certificateA rule can issue one, or a grown-up can make one in the free tool. Names stay on the device.Just certificates ↗

See all three working together, wired to a live spelling round →

Most projects start with a sprint

For an idea, a brief or a hunch you want tested before you fund a build, whichever of the three it is. Fixed price, two to four weeks, and something children have actually played at the end.

  1. Days 1–3The learning goal, the children, and what would count as success. We write it down in a page.
  2. Week 1Rough boards and paper versions. Three or four ideas, argued over, one chosen.
  3. Week 2A playable prototype on real devices. Ugly in places, on purpose.
  4. Weeks 3–4Sessions with children and teachers, a plain write-up, and a costed plan for the build, whoever does it.
A rough week-one concept board for Sabrina, surrounded by pencil sketches.
A week-one board. Rough on purpose.

Typically £12k–£30k, fixed. You own everything the sprint makes.

Ways to buy

A sprint, a commission, a monthly retainer (a set number of days on new levels, content and experiments), or a licence for the engine. Prices are typical, before VAT; every piece of work gets a fixed quote after a first conversation.

Start a project

Typical prices
WhatHow longTypically
Prototype sprint, for any of the three2–4 weeks£12k–£30k, fixed
Commissioned game, learning or branded8–16 weeks£40k–£120k
Pick-and-mix pieces, self-serveAn afternoonFree to start
Help fitting the pieces1–3 weeks£4k–£15k
Studio retainerMonthlyFrom £6k a month
Engine licenceYearlyFrom £18k a year