At UNBOX by Launchspace, we didnāt start by designing games.We started by listening.Through hundreds of Design Thinking workshops across schools, colleges, and corporates, we discovered something unsettling ā learners of all ages, from 9 to 99, were grappling with gaps:š“ Gaps in basic conceptual understanding ā integers, fractions, maps, science phenomena.š Gaps in skills ā creativity, strategy, emotional regulation, collaboration.š¢ Gaps in engagement ā boredom in classrooms, stress at work, screen fatigue at home.These werenāt problems you could solve with a webinar or worksheet.So, we did what Design Thinking taught us:ā Empathise with the learnerā Define the real pain pointsā Ideate possible formatsā Prototype rough versionsā Test and iterate. Again. And again.Thatās how Z was born ā to help children fall in love with integers again.Thatās how Operation: Endgame came alive ā to simulate real-world problem-solving.Thatās how Doodle Brawl evolved ā to make emotions, art, and strategy fun and playable.Each game was playtested across ages, shaped by diverse feedback, and designed to be beautiful, brainy, and bold.Because we donāt build toys.We build learning ecosystems disguised as fun.šŖ Whether youāre a parent seeking joy at homeā¦š¦š½ A teenager looking for smarter ways to bondā¦š©š¼ Or a team leader aiming to unlock creativity at workā¦Thereās a reason our games are made for ages 9 to 99.And this is just the beginning.A new wave of games is coming soon.š„ Come, letās #CraftCoreMemories.š„ Letās #UNBOX together.
We started by listening.
Through hundreds of Design Thinking workshops across schools, colleges, and corporates, we discovered something unsettling ā learners of all ages, from 9 to 99, were grappling with gaps:
š“ Gaps in basic conceptual understanding ā integers, fractions, maps, science phenomena.
š Gaps in skills ā creativity, strategy, emotional regulation, collaboration.
š¢ Gaps in engagement ā boredom in classrooms, stress at work, screen fatigue at home.
These werenāt problems you could solve with a webinar or worksheet.
So, we did what Design Thinking taught us:
ā Empathise with the learner
ā Define the real pain points
ā Ideate possible formats
ā Prototype rough versions
ā Test and iterate. Again. And again.
Thatās how Z was born ā to help children fall in love with integers again.
Thatās how Operation: Endgame came alive ā to simulate real-world problem-solving.
Thatās how Doodle Brawl evolved ā to make emotions, art, and strategy fun and playable.
Each game was playtested across ages, shaped by diverse feedback, and designed to be beautiful, brainy, and bold.
Because we donāt build toys.
We build learning ecosystems disguised as fun.
šŖ Whether youāre a parent seeking joy at homeā¦
š¦š½ A teenager looking for smarter ways to bondā¦
š©š¼ Or a team leader aiming to unlock creativity at workā¦
Thereās a reason our games are made for ages 9 to 99.
And this is just the beginning.
A new wave of games is coming soon.
š„ Come, letās #CraftCoreMemories.
š„ Letās #UNBOX together.