Studio Concept

A 3D mobile adventure where kids learn by exploring a world of floating islands.

Engine
Unity
Platform
iOS & Android
Built for
Kids
Status
Studio concept
A small explorer in a straw hat stands on a grassy floating island, looking across a rope bridge to a second island with a red gate, a shrine and a waterfall, above a sea of clouds at golden hour

The Brief

Kumo Isles is a 3D mobile learning game for kids, built by our studio as a concept. Children cross rope bridges, collect sky shards and light the lanterns of a mountain shrine, and the learning sits inside the adventure: counting what they collect, reading the quest that tells them where to go, finding the way on the map. Short sessions, touch controls sized for small hands, and a world that opens one island at a time.

Most learning apps for kids feel like homework with a cartoon on top, and most games kids love teach them very little. Children can tell the difference straight away, and they drift to whatever is more fun.

We built Kumo Isles to show what sits in between: a real 3D adventure where the learning is part of playing, not a quiz that interrupts it. It's a studio concept, made to show how we design and build games for young players.

  1. (01)

    A world worth exploring

    Low-poly floating islands, hand-placed props and a warm, readable palette that holds up on small screens.

  2. (02)

    Quests that teach

    Every session has a clear goal on a quest card: cross the bridge, reach the shrine, collect the shards. Each one is a small lesson the child plays through.

  3. (03)

    Controls for small hands

    A virtual joystick plus big jump, glide and interact buttons, sized for thumbs and readable without instructions.

  4. (04)

    Short sessions, steady progress

    The world opens one island at a time, so a few minutes of play always ends with something finished.

  5. (05)

    Day and night

    The same island at golden hour and after dark, when lantern light and fireflies change the mood.

  • Counting by collecting

    The sky-shard counter turns collecting into counting toward a goal, like 12 of 30, so numbers mean something.

  • Reading with a purpose

    Quest cards are short, plain sentences, and reading them is how a child knows where to go next.

  • Maps and directions

    A minimap with a north marker gets kids reading a map and finding their own way between islands.

  • Learning at their own pace

    Islands unlock one by one, so each child moves on when they're ready, not when a timer says so.

Gameplay screenshot: the explorer seen from behind on a stone path lined with lanterns and glowing crystals, with hearts, a shard counter, a quest panel, a minimap and touch buttons on screen
Gameplay: third-person exploration with touch controls, a quest card, a shard counter and a minimap, all sized for small screens and small hands.
Night scene: the explorer walks toward a red gate and a glowing shrine, past stone lanterns, cherry trees and a pond
The Sky Shrine at night: lanterns, fireflies and the torii gate leading to the shrine.

  • Screen time that teaches something, without feeling like homework
  • A goal they can finish in a few minutes, every time they play
  • Controls simple enough to pick up without reading instructions
  • A world that rewards curiosity, one island at a time
Services on this projectGame Development