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Ocean View Games
Ocean View
Games
Educational Game Development

Educational Game Development

We built Vocab Builder for The Language Conservancy. Our team previously delivered Word Fun World for Cambridge University Press and The Great Fire of London for the Museum of London. That institutional experience is the foundation of everything we build.

Serious Games & Gamified Learning Experiences

We build serious games and gamified learning experiences for institutions that need more than an off-the-shelf quiz app. Our most recent educational project is Vocab Builder for The Language Conservancy, a gamified language preservation app that helps indigenous communities in North America learn and preserve endangered languages. Before founding Ocean View Games, our team spent years building educational games at fish in a bottle for organisations including Cambridge University Press (Word Fun World), the Museum of London (The Great Fire of London), the BBC, and the EU Horizon 2020 iRead consortium (Navigo, a Serious Games Society award winner). That background means we don't just understand game development; we understand pedagogy. We work shoulder-to-shoulder with curriculum designers, subject matter experts, and teachers to ensure gameplay reinforces the learning objectives rather than distracting from them. Every title is tested with real learners and built with our Unity development expertise. Our open-source Educational Gamification Systems toolkit on GitHub demonstrates how we approach curriculum-aligned game development in Unity, including learning outcome tracking and adaptive difficulty.

Our Educational Games Services

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Curriculum-Aligned Games

Games designed around specific syllabi and learning outcomes, from K-12 literacy to university-level science simulations.

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LMS & Analytics Integration

Back-end systems that track student progress, quiz results, and engagement metrics - exportable to your LMS or internal dashboards.

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Age-Appropriate UX

Interface design and difficulty curves tailored to your target demographic, from preschoolers to adult learners, compliant with child data protection laws.

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Multi-Language Localisation

Full text, audio, and UI localisation pipelines so your game can reach learners in any language - including support for endangered languages.

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Cross-Platform School Deployment

Unity and HTML5 (WebGL) builds that run smoothly on low-spec school hardware, iPads, Android tablets, and modern web browsers.

Who We Build Educational Games For

Educational game development serves very different audiences with different requirements. A school procurement officer evaluating classroom tools has fundamentally different needs from an EdTech CTO commissioning a white-label platform or a corporate L&D manager rolling out compliance training. We build for all of them.

Schools and Education Providers

Curriculum-aligned games that map to specific learning objectives, whether that is Key Stages in the UK, Common Core in the US, or custom institutional standards. We build teacher dashboards for tracking student progress and identifying areas where learners are struggling. Games are designed for classroom deployment: managed devices, school networks, and content filtering compatibility. Accessibility requirements for inclusive classrooms are built in from day one, including WCAG compliance, screen reader support, and colour-blind modes.

EdTech Companies

White-label game development for EdTech platforms that need engaging content without building a game studio in-house. We integrate with existing learning management systems and build scalable architecture for large user bases across multiple schools or districts. Analytics pipelines feed into your existing data infrastructure rather than creating a separate silo. If you are building a platform and need game content that fits your technical stack, we work as an embedded development partner.

Corporate Training and L&D

Gamified training modules for onboarding, compliance, safety, and skills development. We specialise in scenario-based learning with branching narratives and consequence-driven decision making, not quiz wrappers. Leaderboards, achievements, and progression systems drive completion rates beyond what traditional e-learning achieves. Integration with corporate LMS platforms including Cornerstone, SAP SuccessFactors, Moodle, and Canvas. We cover the distinction between gamification and serious games in our Gamification in Corporate Training blog post.

Universities and Research Institutions

Research games and experimental simulations for academic use. We embed data collection tools within gameplay for behavioural research, support grant-funded projects with academic reporting requirements, and build proof-of-concept prototypes for research proposals. Our experience with the EU Horizon 2020 iRead project (Navigo) demonstrated this approach at scale across multiple European research partners.

Museums, Heritage, and Public Sector

Interactive exhibits and installations that make complex topics accessible to diverse audiences. We build public engagement tools with multilingual support, offline-capable deployments for venues with limited connectivity, and touchscreen kiosk compatibility. Our team's work on the Great Fire of London for the Museum of London (during David and Adam's time at fish in a bottle) is a direct example of this work.

How We Integrate Learning into Gameplay

This is the difference between a game studio that happens to build educational content and a team that understands how to make gameplay teach. Most studios bolt quizzes onto game shells. We design gameplay where practising the target skill is inherently rewarding. The learning is the game, not an interruption to it.

Learning Objectives Drive Design

Every mechanic maps to a learning objective. We do not design the game first and add learning second. Core loop design starts with the target knowledge or skill, then builds a gameplay loop where practising that skill is inherently rewarding. Word Fun World is a direct example: vocabulary acquisition is embedded in the core gameplay loop rather than interrupting gameplay with quiz screens. Players learn words by using them in context, not by answering multiple-choice questions between levels.

Assessment Without Interruption

Stealth assessment measures learning through gameplay behaviour rather than explicit tests. If a player consistently chooses the correct path in a branching scenario, they have demonstrated understanding without being pulled out of the experience for a quiz. We build adaptive difficulty that responds to learner performance in real time, keeping players in the zone of proximal development. Data capture happens at the interaction level: what the learner tried, how long they spent, what they chose, not just pass or fail.

Retention Through Engagement

Spaced repetition mechanics resurface content at optimal intervals based on established memory research. Progression systems reward mastery, not just time spent, so learners who genuinely understand the material advance faster. Where appropriate, we include social and collaborative mechanics (peer learning, team challenges) and narrative framing that gives context and motivation to learning activities.

Measuring Outcomes

Pre/post analytics measure learning gain across a cohort. Session-level data gives teachers and trainers visibility into time on task, error patterns, and completion rates. Reports are exportable for academic or corporate reporting requirements. For iterative improvement, we can build A/B testing frameworks that let you compare different pedagogical approaches post-launch and refine based on real learner data.

LMS Integration and Technical Standards

Many educational procurement decisions hinge on LMS compatibility. If your game cannot talk to your institution's learning management system, it does not matter how good the gameplay is. We build to the standards your infrastructure requires.

SCORM (1.2 and 2004)

Full SCORM conformance for tracking completion, score, and time. We implement bookmark and resume support so learners can return to content without losing progress, multi-SCO packaging for courses with multiple game modules, and test across major LMS platforms before delivery. SCORM 1.2 remains the most widely supported standard; SCORM 2004 adds sequencing and more granular reporting. We compare these approaches in detail in our SCORM vs Custom API blog post.

xAPI (Experience API / Tin Can)

Rich activity statements for granular learning analytics that go far beyond what SCORM can capture. We define custom verbs and activity types for game-specific interactions, integrate with your Learning Record Store (LRS), and implement offline xAPI statement queuing for mobile or low-connectivity deployments. xAPI is the right choice when you need detailed behavioural data from gameplay, not just completion and score.

Custom API Integration

Direct integration with proprietary LMS or learning platforms via REST APIs for bespoke data exchange. We implement single sign-on (SSO) integration with institutional identity providers (SAML, OAuth, OpenID Connect) so learners authenticate once and access game content seamlessly within your existing platform.

Platform Deployment

WebGL and HTML5 for browser-based deployment with no installation required. This is the standard for school environments where games need to work behind firewalls, on managed Chromebooks, and without requiring admin permissions. For mobile learning, we build native iOS and Android apps with MDM compatibility, supervised mode, and kiosk mode support. Where connectivity cannot be guaranteed, we architect offline-first with local data sync when the network is available.

Accessibility and Compliance

Accessibility is not an add-on or an optional extra. For educational content, it is a procurement requirement. Many institutional buyers will not evaluate a product that cannot demonstrate WCAG compliance and age-appropriate data protection. We build these requirements into every project from the start.

Accessibility Standards

WCAG 2.1 AA compliance as a baseline for all educational projects. This includes screen reader compatibility for menu systems and instructional content, subtitle and closed caption support for all audio and video, colour-blind safe palettes with high-contrast mode options, and adjustable text size with font options including dyslexia-friendly typefaces. For motor accessibility, we implement remappable controls, adjustable timing for timed interactions, and switch access support. We cover accessibility in game development in our Building Accessible Games blog post.

Child Data Protection

COPPA compliance for content targeting children under 13 in the US market. GDPR-K and UK Age Appropriate Design Code (AADC) compliance for content targeting children in Europe and the UK. This means no behavioural advertising, no unnecessary data collection, privacy-by-design architecture, and parental consent flows where required. We handle the technical implementation so your legal and compliance teams can sign off with confidence.

Modernising Legacy Educational Content

Many institutions have Flash-based or outdated educational games that need rebuilding. The learning design is sound, but the technology is dead. Walking away from that investment and starting from scratch is rarely the right answer.

What We Modernise

Flash to HTML5 conversion with LMS integration preserved. We update content to align with current curriculum standards, add analytics and reporting that did not exist in the original version, and add mobile support for content that was originally desktop-only. The goal is to preserve the original learning design while modernising the technology and user experience. Our Legacy Modernisation service covers the full technical process including source code recovery, engine migration, and platform compliance.

When to Modernise vs Rebuild

Modernisation is the right choice when the original learning design is sound and has been validated with learners. A full rebuild makes more sense when the pedagogy itself needs updating, the target audience has changed significantly, or the original content was not effective. We advise honestly on which approach makes sense during the assessment phase. Further reading: Signs Your Legacy Educational Game Needs an Update

Our Educational Games Portfolio

We do not talk about educational game design in the abstract. Here are specific examples from our portfolio and our team's experience that demonstrate the range of educational work we handle.

Word Fun World: Vocabulary Learning Through Play

Word Fun World was built for Cambridge University Press (during David and Adam's time at fish in a bottle) as a vocabulary learning game for primary school learners. The core design challenge was embedding word acquisition into gameplay mechanics so that learning happened through play rather than through interruption. The game includes teacher progress tracking and curriculum alignment across multiple languages. It remains one of the clearest examples of how to design a game where the learning objective is the core loop, not a layer on top.

Pocket Factory: Systems Thinking in Game Form

Pocket Factory is primarily a consumer idle/tycoon game, but its mechanics demonstrate systems thinking and resource management principles directly applicable to educational contexts. Players learn to optimise production chains, manage competing resource demands, and think in systems rather than individual actions. These are transferable design patterns we apply to educational commissions where the learning objective involves understanding complex systems.

RuneScape: Narrative-Driven Learning at Scale

Our founder David's experience at Jagex included working on RuneScape, whose quest system is one of gaming's most effective examples of narrative-driven learning design. Quests teach complex game mechanics through guided discovery rather than explicit instruction, leading players through carefully scaffolded challenges that build understanding progressively. This design philosophy, teaching through doing rather than telling, underpins how we approach educational game design at Ocean View Games.

Who We've Built Educational Games For

Our Clients

The Language Conservancy Vocab Builder

Gamified language preservation app for indigenous communities across North America. Iterative learning loops, progress tracking, offline-capable deployment, and culturally sensitive content design.

Our Team's Track Record

Work from David and Adam's previous roles at fish in a bottle.

Cambridge University Press Word Fun World

Multi-language vocabulary learning game for young learners. Curriculum-aligned content, multi-device deployment, institutional procurement.

Museum of London The Great Fire of London

Flash-to-HTML5 educational game about the 1666 Great Fire. Reverse-engineered from a published SWF without source code. Now browser-based and mobile-responsive.

EU Horizon 2020 Navigo

Award-winning multi-language learning game for the iRead research consortium. Won a Serious Games Society award. Multi-language, accessibility-focused, data-driven learning analytics. Led by Adam.

BBC Educational Interactive

Educational interactive content for the UK's publicly funded broadcaster.

Why Choose Us?

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We Build Actual Games, Not Slide Decks

Most educational technology vendors come from the e-learning world. They build interactive presentations and bolt on gamification elements. We come from the games industry. Our team has shipped commercial multiplayer titles and mobile games alongside educational projects. Your learners get a genuine game, not a quiz app with a leaderboard.

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Award-Winning Educational Design

Our team's educational work includes a Serious Games Society award winner (Navigo), projects for Cambridge University Press and the BBC, and gamified language preservation for indigenous communities. We've been designing for learning outcomes since before "edtech" was a buzzword.

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Flash & Legacy Educational Content Rescue

Have existing educational games or interactives stuck on Flash or outdated platforms? We reverse-engineer and rebuild them for modern browsers and devices. We did exactly this for the Museum of London's Great Fire of London, recovering the complete experience from a published SWF with no source code.

EdTech & Classroom Tools

Tech that works in the classroom:

Unity Game Engine Logo
Unity
WebGL Web Graphics Library Logo
WebGL
Google Chromebook Platform Logo
Chromebook
Android Platform Logo
Android
Apple iOS Platform Logo
iOS

Our Educational Design Methodology

We don’t just “gamify” textbooks. We design interactive systems that reinforce learning outcomes. Our process ensures that the entertainment value supports the pedagogy, rather than distracting from it.

1. Curriculum Mapping & Discovery

We start by understanding what needs to be taught. We work with your subject matter experts (SMEs) to map game mechanics directly to your syllabus or learning objectives.

  • Learning Objectives: Defining clear goals (e.g., “Student must master vocabulary X”).
  • Curriculum Alignment: Ensuring content matches specific academic standards (e.g., KS2, Common Core, or University modules).
  • Audience Profiling: Analysing the age group to determine appropriate reading levels, art styles, and cognitive load.

2. Co-Design & Prototyping

Educational games fail if they aren’t tested early. We build rapid prototypes to verify that the gameplay actually teaches the concept effectively.

  • Pedagogical Review: Regular check-ins with teachers or educational consultants to ensure accuracy.
  • Student Focus Groups: Testing early builds with real learners to identify confusion or engagement drop-offs.
  • Iterative Refinement: Tweaking the difficulty curve to keep students in the “Zone of Proximal Development” (not too hard, not too boring).

3. Inclusive & Accessible Development

Schools require inclusivity. We build games that can be played by students of varying abilities and on varying hardware.

  • WCAG Compliance: Designing for accessibility, including colour-blind friendly modes, text-to-speech support, and scalable text.
  • Hardware Optimisation: Ensuring smooth performance on low-spec devices like Chromebooks, older iPads, and school desktops.
  • Cross-Platform Architecture: Building a single Unity codebase that deploys seamlessly to WebGL, Mobile, and Desktop.

4. Integration & Classroom Deployment

A game is useless if a teacher can’t set it up. We handle the technical integration into your existing school systems.

  • LMS Integration: Connecting the game to systems like Moodle, Canvas, or Blackboard via xAPI or SCORM to track grades.
  • Teacher Dashboards: Creating simple backend views where educators can monitor student progress and identify strugglers.
  • Privacy by Design: Ensuring all data architecture is fully compliant with GDPR-K and COPPA (Children’s Online Privacy Protection Act).

Educational Game Case Studies

Vocab Builder: Gamifying Indigenous Language Preservation

How Ocean View Games partnered with The Language Conservancy to gamify indigenous language preservation, building iterative learning loops, progress tracking, and offline-capable deployment for communities with limited connectivity.

EducationalSerious GamesEdTechUnityMobile
Read Case Study

The Great Fire of London: Flash to HTML5, No Source Code

Delivered during David and Adam's time at fish in a bottle

How the team reverse-engineered and rebuilt the Museum of London's educational game from a published Flash file with no original source code, preserving the complete learning experience in modern HTML5.

Legacy ModernisationReverse EngineeringHTML5Educational
Read Case Study

Whether you're a publisher developing supplementary learning materials, a university building a research simulation, or a school looking to gamify your curriculum, the process starts with understanding what you need to teach.

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What Our Clients Say

David is very patient and has great communication. He understood our project goals from the beginning and worked with us diligently throughout our slow-burn design process. I am pleased that we chose David to develop version 2.0 of our Vocab Builder.