Curriculum worlds
School-programme questions embedded in genuinely playable levels. Our Foxford world ran 20 levels plus exam-style challenges, and players answered voluntarily because the answers moved them forward.
Roblox for education
School-age audiences skip pre-rolls about exam prep. They do not skip games. Education is one of the few categories where the player and the end user are the same person.
The trick is sequencing: game first, curriculum inside it — never the reverse.
School-programme questions embedded in genuinely playable levels. Our Foxford world ran 20 levels plus exam-style challenges, and players answered voluntarily because the answers moved them forward.
Prize draws and battle passes gated on a phone or email. The player decides the exchange is worth it — which makes these warmer leads than any form fill bought with ads.
Competitions and courses inside the world for corporate education brands, with player ratings as the public metric — our Samsung IT School activation held 9.3/10.
Play first, then the syllabus. Students smell homework a mile away.
We design the core loop as a game a player would choose with no brand attached, then decide where curriculum fits inside it without breaking the fun.
World production plus the contact-collection mechanic, consent flow included. Daily bonuses drive the return visits that make the funnel compound.
Content refresh tied to the school year: exam season, holidays, enrolment windows — the calendar your marketing already runs on.
Takeovers & rush work
Send a live Roblox experience with someone else’s code in it. We read that code, fix what is broken, add what you need and publish the update. Deadline was yesterday? Say so in the first message and we plan around it.
Send us the game linkWe take over an existing place — other people’s Luau, other people’s structure — audit it in a few days and keep shipping from there. A rebuild happens only when the audit shows it costs less than the patching.
Events, new mechanics, seasonal drops, balance and monetisation patches — published to a game that stays online while players are in it.
Tell us the date first. We scope backwards from it and answer plainly what fits: a sprint, a weekend, or an overnight hotfix. Small updates go out the same day.
Same terms as any other work: fixed scope, fixed price, the numbers agreed before the first commit.
An online school, a corporate IT school and a social-platform world for young audiences.
Yes, if the answer moves them forward in a game worth playing. Our Foxford world drew 250,000 players through 20 levels of school-programme content. The failure mode is the reverse order — a syllabus with decoration, which players correctly identify as homework.
Contact collection runs through explicit prize-draw and battle-pass mechanics with consent, not scraping — Roblox does not expose personal data, so the player volunteers it in exchange for value. Compliance review is part of the build, not an afterthought.
A pilot world with one mechanic runs $5,000–20,000. Education projects usually extend it with lead-gen and seasonal content once the loop proves itself.
Tell us the course and the enrolment goal; we will map the world between them.
Discuss an education world