Adding flavor to learning

We are an innovative start-up that believes in games as tools to transfer knowledge. We make videogames and other interactive solutions for school education and corporate training.

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Learning while playing, and vice versa

We transform school subjects into compelling educational videogames to stimulate the creativity and the imagination of students. We aim to boost their learning process, making study time more interesting.


Videogames provides an engaging experience that requires to use several senses and skills at the same time: from sight to hearing, from reasoning to responsiveness. Players need to pay adequate attention to go through the different levels of the game without losing.

Using this principle, we design the game mechanics of our videogames to keep players highly engaged, in order to avoid that they can get lose concentration or - even worser - get bored! This positively affects the ability to remember information and new topics, which are transmitted by the various videogame channels, such as images on the screen, played sounds or required actions to be performed in the virtual world.


The desire to achieve a goal is an innate characteristic of players. Videogames provide several possibilities: from battles against enemies that are controlled by the artificial intelligence, to challenging other human players, going through mid-case scenarios like time challenges or ensuring that as few mistakes as possible are made. All these modes require players to use all their skills to win. The final score is used as a comparison tool with others, encouraging players to try again the game to reach a higher score.

We use these observations to allow a high replayability to our games, in order to support an incremental learning of the study topics. Since game mechanics are based on them, at each new session players will have to reuse the topics that were already learned in the previous ones, but this time they have to master topics better if they want to exceed other players.


Videogames are located in fictional worlds that can be a lot different from the real one. They have their own history, characters with specific features and an internal economy that is based on points or other imaginary objects. Besides being an easy way to escape from reality temporarily, they inspire the imagination and the creativity of players, allowing to be recorded in their long-term memory.

These thoughts make it possible for us to transform study topics from gray abstract concepts to scenographic landscapes and funny characters, in order to be easier to understand and remember for students. Moreover, we add a main plotline that leads players along their journey in the game, in order to encourage them to progress and to be willing to resume in next sessions.


In videogames players have to face a sequence of skill challenges: collecting a set of hidden objects, solving a puzzle or defeat an enemy. Any of them has to be completed within a time limit or a maximum number of tries. These win conditions may change according to difficulty levels, which are increased proceeding along the game.

We follow this idea to balance the main mechanics of our videogames, in order to adapt the challenging level to skills and knowledge of the player. The game experience should be neither too easy to become boring, nor too hard to lead to frustration. In the same manner, new study topics are introduced using an increasing approach along all the game journey.

Teaching with a bit of fun

We develop learning applications for teachers and trainers to simplify the adoption process of videogames as a supporting tool for learning. Our solutions are feasible both for face-to-face teaching and distance learning.


The success of a course is often linked to the possibility of monitoring progresses of students promptly. If the assimilation is lower than it was expected, it could be useful to slow down new topics in order to focus on difficulties. Conversely, topics that were already understood can be addressed faster. The digital adoption for teaching opens new opportunities to monitor activities.

For this reason we put a lot of effort into adding several metrics and performance indicators (KPI) about progresses of students to our applications, and allowing them to be access the easiest and most intuitive way as possible for teachers. Resulting data can then be displayed in graphs, tables and any other representation that allow to identify any possible learning issue which must be addressed.


Managing a course could be a heavy task: searching for suitable teaching materials, preparing contents for each lesson, organizing recurring tests, helping students that are most in trouble. Each of these activities has the same importance, but sometimes they become a burden on the teacher, who has to find the right mix of time to manage all of them.

We believe that technology can be very useful to assist these phases. We apply the most innovative techniques of artificial intelligence to support and automate the most repetitive actions of a daily routine, in order to allow the teacher to focus on the more value-added activities for the learning, such as supporting students.


Each student has their own skills, knowledge and interests. The learning message is given equally to all of them, despite the result for each student may be very different: someone could understand it at the first time, whereas others may require an additional dedicated help. A traditional face-to-face lesson requires to balance these two cases for the entire group, actually affecting both sides negatively.

To address this issue we design our applications to highlight the status of individual cases, adjusting the learning message to the receiver and working on each of them individually.


The teaching method is unique for each teacher. It is built after years of experience and is expression of the teacher's own personality. Using a digital application as a learning tool could be limiting since it might set some technical constraints or require additional processes that differ from the ones used by the teacher.

We believe that technology has to be adjusted to teachers, and not the opposite. For this reason we add several customizable options to our application to allow teachers to modify the experience as they want. We listen to their feedbacks to improve the existing features and to add new ones that they need.

Sharing to grow up all together

We create guides, development tools and other resources that are useful to share our technical skills with the community. We help developers of tomorrow along their training, using their doubts as an opportunity to challenge our skills and grow up too.

Open source

Publish the source code of a resource does not mean that it is simply available for free. Open-source is a development model that takes its roots from the idea of open collaboration, which means that everyone can inspect the source code, apply changes and redistribute the final result for the benefit of the entire community. There are several advantages to use this development model, first of all to create a more reliable and secure product, since it is the result of contributions that are given by users with different skills and needs.

For this reason we base our solutions on technologies that are distributed as Free and open-source software (FOSS). We contribute to their development and we release our resources at the same way too, in order to let other developers get an opportunity from our development processes.


Technology evolves at incredible speed. In each sector new techniques are introduced everyday, but only some of them are able to gain enough popularity to be adopted as a new de-facto standard. Keeping up-to-date is essential to stay competitive and to offer services that satisfy user expectations.

For this reason we try to keep up with the times, learning the latest innovations in our sector and betting on those new born technologies that can change the future. Our resources are kept updated to this point, in order to contribute to share our results for searching the innovation.

Ready to use

Trying a new idea for a videogame may extend the project time. Analyzing the potential use cases, developing a first prototype, integrating the existing parts and finally testing it all together... To find out that the new mechanic is not as fun as expected! It is important to use incremental phases to reach a better final product, but each try is meant to require the least effort possible.

This is why we provide several resources that are ready to use. They are easy and flexible to be used in any project phase - prototyping, development or releasing. Or they can be useful just for your personal interest to learn something new.


Ensuring the stability of a project is very important, both in the development phase and in the maintenance one. Using an external resource in a project allows to save a lot of development time, but it can open to compatibility issues or other errors in corner cases.

For this reason we make our resources starting from the needs of our projects. This way we can verify their correctness directly in our products and internal processes, becoming the first test subjects of ourself.