šŸŽ² How do you design a game that excites a 9-year-old… and challenges a 59-year-old? - Unbox By Launchspace

šŸŽ² How do you design a game that excites a 9-year-old… and challenges a 59-year-old?

At UNBOX by Launchspace, we didn’t start by designing games.

We started by listening.

Through hundreds of Design Thinking workshops across schools, colleges, and corporates, we discovered something unsettling — learners of all ages, from 9 to 99, were grappling with gaps:

šŸ”“ Gaps in basic conceptual understanding — integers, fractions, maps, science phenomena.

🟠 Gaps in skills — creativity, strategy, emotional regulation, collaboration.

🟢 Gaps in engagement — boredom in classrooms, stress at work, screen fatigue at home.

These weren’t problems you could solve with a webinar or worksheet.

So, we did what Design Thinking taught us:

āœ… Empathise with the learner
āœ… Define the real pain points
āœ… Ideate possible formats
āœ… Prototype rough versions
āœ… Test and iterate. Again. And again.

That’s how Z was born — to help children fall in love with integers again.
That’s how Operation: Endgame came alive — to simulate real-world problem-solving.
That’s how Doodle Brawl evolved — 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 don’t build toys.
We build learning ecosystems disguised as fun.

šŸ‘Ŗ Whether you’re a parent seeking joy at home…
šŸ‘¦šŸ½ A teenager looking for smarter ways to bond…
šŸ‘©šŸ’¼ Or a team leader aiming to unlock creativity at work…

There’s 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.

🟄 Come, let’s CraftCoreMemories.
🟄 Let’s UNBOX together.

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