What we've made so far

Two products that are live, and two game packs you can play as prototypes. All four are ours, you can try every one before you talk to us, and most of what's below comes straight from their design folders.

01 Sabrina02 Buddies03 Soundline Rally04 Sparkworks

Sabrina

A spelling game for 5 to 11 year olds

Children hop across an island a few minutes a day, one place for each spelling pattern. Every attempt is lined up against the word sound by sound, and the kind of mistake decides what comes back and when. Teachers see which rule each child is stuck on, and get a five-minute idea for re-teaching it.

Play it at sabrina-spellings.com ↗

Sabrina's home page: 'Spelling practice that finds the rule, not just the word', beside a map of spells and a listen-and-spell card.

Feedback that names the part

A near miss isn't a wrong answer. The engine counts the sounds that are right, points at the one that isn't, and shows the rule in words a seven-year-old can read. The button says "have another go", never "wrong".

Sabrina after a child spells hopping as h-o-p-i-n-g: '4 of 5 sounds right, just the double p', each sound ticked, the rule in plain words, and a 'Have another go' button.
  1. What's right comes first: four of five sounds.
  2. It points at the part: just the double p.
  3. The rule, written for the child, not the teacher.
  4. Have another go. No red crosses.
Joining a class: find your picture (kite, boat, apple or moon).
Inkwell Island, the map of places to practise.
Pip the spellbook arriving in Switchback Hills.

Children join with a class code, a picture and a secret word. Nobody types a name.

What the teacher sees

A grid of pupils against spelling rules, the kinds of mistake behind each cell, and a suggestion for the next five minutes of teaching. Children are shown by their picture key, never by name.

  • 2,374 words, each with a sentence written for a child to hear
  • 116 spelling patterns across 10 places on the island
  • Words come back after a few days, then a week, then a month, just before they'd be forgotten
The teacher view: a class grid of pupils by spelling rule, error types such as 'Didn't double' with examples, and a five-minute re-teach suggestion.

Two directions, both kept

For the avatar we drew a creature and a child like you. We kept both, because they do different jobs: a buddy is safe to be silly with, and a child avatar lets a child see themselves. Which meant every hat had to fit every hair, in both poses.

Design board: Direction A, a buddy creature in four outfits; Direction B, six children with different skin tones, hair, a hijab, glasses and a hearing aid.

Buddies

Characters and learning rewards, as parts

The avatar kit from Sabrina, pulled out so any children's product can use it. Children make a buddy, or a little version of themselves, and can earn keepsakes as they learn. Plenty of products just want the characters, so rewards are optional.

buddies.cloud ↗Developer docs ↗

Go on, shuffle it

This is the real renderer, running here. 19 bodies and 170 things to wear or hold, drawn in code from one art system, which comes to about 289.3 quintillion looks.

Every press is a new one.

An ember buddy called Pup, a big open grin, a spotty neckerchief, an explorer backpack with a rolled blanket, with a waggy tail
One of 289.3 quintillion

Who you are is never a prize

Skin tones, hair, head coverings, glasses, hearing aids, implants, wheelchairs and walking frames are free from the first minute and can't be locked, whatever rules a product sets. There are 84 of them so far, and a new one isn't final until children and families who wear or use that thing have seen it.

A design sheet of new identity items: a kippah, a patka, a turban, locs with a prosthetic leg, cornrows with ear defenders, crutches, a cochlear implant, vitiligo with a walking frame, a white cane.

Three ways in

A paste-in snippet for a marketing site, a drop-in element for a web app, or the API for developers: REST, GraphQL, and an MCP server so AI assistants can wire it up. The guided tour shows every step next to the code that does it.

The guided tour ↗

There's also a free certificate maker for teachers and parents, with nothing to sign up for. Make a certificate ↗

The Buddies guided tour: a screenshot of each integration step beside its code.

Soundline Rally

A game pack in development. Play the prototype.

A rally game on Sabrina's engine. Nib, a pangolin co-driver, calls each word. The child swipes into the lane with the right spelling of the tricky sound and hits GO. At the crest the world goes into slow motion and the whole word is typed from memory, the way a driver takes a pace note.

It isn't in Sabrina yet. So far it's a design, a set of concept screens and a prototype that runs in a browser, on a phone or with the arrow keys.

Play the prototypeFour words, about two minutes

Concept screen in landscape: Big mode's five lane signs (ai, ay, a–e, eigh, ey), the car drifting under a comic DRIFT! burst, and Nib saying 'Sounds right! Wrong lane for weight. Round the loop!'

Every lane is a real spelling

A gate only ever offers real ways to write that sound: ai, ay or a–e for the sound in rain. A misspelled word is never on screen. Choose a lane that sounds right but isn't, and the car drifts round the loop for another go. Nothing is timed. The road waits at every gate.

  • Lane runs count as practice with help. Only the typed pace note counts as remembering.
  • The same planner, marking and memory as Sabrina. Only the view and the controls change.
  • Calm road for children who ask their device for less motion: no speed lines, no shake.
The prototype: the car waits at a gate with three lane signs, ai, ay and a–e, and the word strip shows r, ?, n.
The prototype's pace note: at the crest, a card slides up and the child types the whole word on big keys.
Concept screen: the Paddock Garage, the pack's home screen, with today's stage, the season and a badge for each spelling rule learned.

A louder world, on purpose

Sabrina's island is calm gouache and ink. The rally is cel-shaded, with thick outlines, speed lines and comic sound effects, for children who want more go. It's the same engine underneath, with a different world drawn on top, and that's the point: one engine can carry a lot of different games.

Swipe to change lane, swipe up to go. One thumb, no timers.

Sparkworks

A game pack in development. Play the prototype.

Build a mech in the Forge, then spar with foam training bots in the Spark Ring. New words are built from their parts with help: the Doubling Press turns hop into hopp before -ing. Words a child already knows are typed from memory, and each one lands a combo.

Like the rally, it's a design, concept screens and a playable prototype, not yet part of Sabrina.

Play the prototypeA forge build and three bouts

Concept screen on a tablet: the Mimic twist bout, the child's mech facing a purple training bot in the Spark Ring, with the sentence and a big keyboard beside it.

With help, or from memory, and you can see which

The Forge is warm lamps and workbenches, and it's where words are built with help. The Ring is floodlights and a painted floor, and it's where words are remembered. A child can see and feel the difference between the two, and the engine records them differently.

It's action-paced, but it's sparring, not fighting. The bots are padded, a missed dodge goes "boing", and every bout ends with a bow. A near miss on the doubling rule sends the bot sidestepping and names the rule. It never takes anything away.

The prototype's Forge: the Doubling Press has turned hop into hopp, next to ing, under the mech on its stand.
The prototype's Ring: running typed correctly, with the combo firing at the training bot.
The prototype's boss bout: the Mimic winds up a foam ball while the child dodges between three lanes.

Want one of these for your subject?

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