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Ocean View Games
Ocean View
Games
Educational Game Development

Educational Game Development

Games and interactive experiences for organisations with something to teach. We build new educational games, turn existing learning material into something playable, and modernise educational products that have outgrown their original technology.

Serious Games and Gamified Learning Experiences

Ocean View Games is an engineering-led studio with a long history of educational and serious game work, both here and through our team’s earlier roles at fish in a bottle. We build for educational publishers, universities, charities and NGOs, museums and cultural organisations, research projects, training providers, and companies with educational or behaviour-change objectives. You do not need to arrive with a finished game design. Clients come to us with a learning objective, an existing curriculum, a body of research, a funded project, a set of stories, or an existing game that is not working as well as it should. Working out what the game itself should be is often part of the job, and the build that follows uses the same Unity engineering we bring to commercial titles. Our open-source Educational Gamification Systems toolkit on GitHub shows how we approach curriculum-aligned development in Unity, including learning outcome tracking and adaptive difficulty. Tell Us About Your ProjectRead an Educational Case Study

What Do You Need?

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Build a New Educational Game

You have a subject, a learning objective, a body of content or an idea, and need the game designed and built around it. We can take on concept work, gameplay and technical design, prototyping, production and release.

Explore Unity Development
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Turn Existing Content Into a Game

You already have curriculum, research, stories, artwork or subject expertise. We design the gameplay and build the systems and technical structure around the material you hold.

See How That Worked on Vocab Builder
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Improve an Existing Product

An educational game or interactive that needs new platforms, a move off legacy technology, accessibility or performance work, localisation, extra content, or ongoing development.

Explore Legacy Modernisation

Building a New Educational Game

For clients who have a subject, a learning objective, a body of content or an idea, and need the game designed and built around it. How much of this we take on depends on the project and on who else is involved. Some clients want us to own the whole thing; others already have educators, writers, illustrators or researchers in place and need the game design and engineering around them. Where a project needs disciplines we do not hold permanently, such as art, audio or specialist pedagogical input, we bring in trusted specialists or work with yours.

Concept and Learning Objectives

Establish what the game is actually for: who is learning, what they should be able to do afterwards, where and how it will be used, and what would count as success. This is where a loose idea becomes something buildable.

Gameplay Design

Work out the mechanics, the core loop, the progression and the shape of the content, so the learning objective is served by the way the game plays rather than sitting alongside it.

Technical Design and Planning

Define platforms, target devices, architecture, content pipelines, any integration or reporting requirements, and the technical risks worth answering early.

Prototyping

Build the parts that carry the most uncertainty first. For educational projects that often means putting a rough version in front of real learners to see whether the mechanic teaches what it is supposed to teach.

Production

Develop the gameplay, UI, content systems, progression, persistence and any tooling the project needs, in reviewable milestones with regular playable builds.

Release and Beyond

Prepare builds for the target platforms, work through store, browser or institutional deployment requirements, and continue development afterwards where the project calls for it.

Turning Existing Content Into Something Interactive

A lot of educational work starts with material that already exists: a curriculum, a research database, a set of stories, subject-matter expertise held by your team, artwork, or the findings of a funded programme. The question is not what to teach, but what the game should be. This is where we do some of our most useful work. You hold the subject knowledge; we design the gameplay and build the systems and technical structure around it, then keep checking the result back against what the material is meant to achieve. Vocab Builder for The Language Conservancy began as an extensive database of vocabulary research for endangered indigenous languages, and became nine mini-games in a single app, built so new languages could be added over time. Navigo, delivered for the EU Horizon 2020 iRead consortium during our team’s time at fish in a bottle, turned pedagogical research from more than a dozen European institutions into 15 mini-games across four languages.

Improving or Modernising an Existing Educational Product

Plenty of educational software is still doing its job pedagogically while the technology underneath it has aged out. Walking away from that investment is rarely the right answer. We work on existing educational games and interactives that need new platforms, a move off Flash or another dead runtime, a Unity version upgrade, accessibility improvements, performance work, localisation, additional content, usability changes, or simply someone to keep developing them. Our team rebuilt The Great Fire of London for the Museum of London from a published Flash file with no source code, recreating the full experience in HTML5. Where the original learning design still holds up, modernising is usually cheaper and less risky than starting again; where the pedagogy or the audience has moved on, we will say so. Our Legacy Modernisation service covers the technical process in more detail, and Signs Your Legacy Educational Game Needs an Update is a useful first read.

Designing the Learning Into the Game

Educational games tend to work best when the learning objective has a say in how the game plays, rather than being layered on top of a finished game shell. There is no single formula for that, and the right answer depends on the subject, the audience and where the game will be used. These are the ideas we come back to most often.

Learning Objectives Can Shape the Mechanics

Where it fits the subject, the most effective approach is a core loop in which practising the target skill is the thing the player is doing to make progress. Word Fun World, built for Cambridge University Press during our team’s time at fish in a bottle, works this way: vocabulary is acquired by using words in context inside the gameplay rather than through quiz screens between levels.

Repetition and Feedback Built Into Play

Learning usually needs repetition, and repetition needs to be tolerable. Spaced repetition, progression that rewards mastery rather than time spent, and difficulty that adapts to how the learner is actually doing can all be expressed as game systems instead of as drills.

Assessment Without Interrupting Play

Behaviour inside the game is often a better measure than a test. A player who consistently makes the right choice in a branching scenario has demonstrated understanding without leaving the experience. Where a project needs it, we capture data at the interaction level: what was attempted, how long it took, what was chosen, not just pass or fail.

Mechanics That Suit the Audience

Designing for a six-year-old is a different job from designing for a trainee or an adult learner. Reading level, cognitive load, session length, control complexity, art direction and how much instruction is needed all follow from who is playing and where. Testing early with the real audience is usually the only reliable way to find out.

It Still Has to Work as a Game

If the game is confusing or dull, the learning does not happen regardless of how well the content is mapped. Playability is a pedagogical requirement, not a nice-to-have, which is why we treat these projects as game development rather than as content production.

Measuring Outcomes

Where outcomes need evidencing, we can build in pre and post measurement across a cohort, session-level reporting on time on task, error patterns and completion, and exports for academic or organisational reporting. Some projects also justify A/B testing different approaches after launch and refining on real learner data.

Who We Build Educational Games For

Educational projects arrive from very different kinds of organisation, and what each one needs from a development partner varies more than the subject matter does.

Publishers, Schools and Education Providers

Games that map to specific learning objectives or standards, whether that is UK Key Stages, Common Core in the US, or an institution’s own curriculum. Where teachers or administrators need visibility, we can build progress tracking and reporting for them. Classroom deployment brings its own constraints, including managed devices, school networks, content filtering and modest hardware, and those are worth planning for early.

EdTech Companies

Game development for platforms that need engaging content without building a game team in-house, including white-label work. We can integrate with your existing learning platform and data infrastructure rather than creating a separate silo, and work as an embedded partner alongside your engineers where that suits you better. See our co-development service.

Corporate Training and L&D

Gamified modules for onboarding, compliance, safety and skills development, including scenario-based learning with branching narratives and decisions that carry consequences. Corporate work usually brings LMS integration and IT security requirements with it, such as SSO or specific hosting arrangements. Our corporate training page covers this audience in more depth, and we discuss the distinction between gamification and serious games in our Gamification in Corporate Training post.

Universities, Research and Funded Projects

Research games, simulations and proof-of-concept builds for academic use, including data collection inside gameplay for behavioural research and prototypes built to support a proposal or a grant application. Our team’s work on the EU Horizon 2020 iRead project ran across a consortium of European research and education partners, so we are used to projects with multiple stakeholders and formal reporting requirements.

Museums, Heritage, Charities and the Public Sector

Interactive exhibits, installations and public engagement tools that make a complex or unfamiliar subject approachable. These projects often need multiple languages, touchscreen or kiosk deployment, and builds that keep working where connectivity cannot be relied on. Our team’s Great Fire of London work for the Museum of London is a direct example.

Technical Requirements We Can Support

Educational projects often carry requirements a purely commercial game does not. Very few projects need all of these, and adding them where they are not needed only costs money. Depending on the audience, the organisation and where the game will run, we can support:

LMS and Reporting Integration

Where an educational game needs to connect to an LMS or reporting platform, we begin with the target system, deployment environment and the data teachers or administrators actually need. The appropriate approach may be a standards-based package, xAPI or a custom interface, but it is scoped and tested against the institution's real platform rather than assumed in advance.

Custom APIs and Single Sign-On

Direct integration with a proprietary learning platform over REST where the standards do not fit, and single sign-on against institutional identity providers using SAML, OAuth or OpenID Connect so learners authenticate once inside your existing platform.

Platforms and Deployment

WebGL and HTML5 for browser delivery with nothing to install, which is often the practical choice in schools where games must work behind firewalls on managed Chromebooks without admin rights. Native iOS and Android where mobile is the target, including MDM, supervised and kiosk configurations. Where connectivity cannot be assumed, an offline-first build that syncs when a network is available.

Accessibility

Where a project has accessibility requirements, and institutional projects usually do, we build towards them and test against them: screen reader support for menus and instructional content, captions and subtitles for audio and video, colour-blind safe palettes and high-contrast options, adjustable text size and dyslexia-friendly typefaces, remappable controls, adjustable timing and switch access. WCAG 2.1 AA is the usual reference point. We implement and test against it as a target rather than issuing a conformance certificate, and where formal certification is required we will work with whoever is providing it. Our Building Accessible Games post covers the practical side.

Localisation and Multiple Languages

Text, audio and UI localisation pipelines designed in from the start where a project is multi-language, including right-to-left scripts and non-Latin character sets. Both Vocab Builder and Navigo were built to take on additional languages after release rather than treating the first language as the only one.

Younger Audiences and Data Protection

Where a game is aimed at children, the design usually needs to reflect that: minimal data collection, privacy-by-design architecture, no behavioural advertising, and parental or institutional consent flows where they are required. We implement technical measures around the project's confirmed requirements, which may include COPPA, GDPR-K and the UK Age Appropriate Design Code. What we do not do is act as your legal advisers. Which obligations apply depends on your organisation, your audience and your target markets, so we work to the requirements your legal and compliance people set and build the product to match.

Reporting for Teachers and Administrators

Where the people buying the game are not the people playing it, they usually need to see something. That can be a dashboard showing progress and completion, exportable reports, or a feed into systems you already run. Worth scoping early, because it affects the data the game has to record.

How an Engagement Starts

Educational projects often begin before anyone knows exactly what the product is. That is normal, and it does not stop us giving you a straight answer about scope and cost.

An Initial Conversation

We start by understanding the audience, the educational objective, what material already exists, the platforms involved, who the stakeholders are, and the budget and timeline you are working to. That conversation costs nothing and is usually enough for us to tell you whether we are the right team.

A Defined Project

Where the requirements are already clear enough, we scope and quote the development directly and get started. Plenty of projects are in this position, particularly modernisation work and builds where the client already has a design.

A Paid Discovery Phase

Where the project is less defined, a short paid discovery phase is usually better value than guessing. It establishes what the gameplay should be, the technical approach, a realistic scope, the risks worth knowing about, a production plan and a defensible budget, delivered as something you can take to a board, a funder or a procurement process. This tends to be most useful for grant applications, funded educational initiatives, and organisations with strong subject expertise but no in-house game development. It is not compulsory, and if we think you do not need one we will say so. Where the work centres on an existing product rather than a new one, a technical audit often does the same job, and a playable prototype is sometimes the faster way to answer the question.

A Senior Core, Scaled Around the Project

Our permanent team is small and technically focused. David and Adam stay close to the engineering work and keep responsibility for the technical direction, which means you are talking to the people building the game rather than to an account manager relaying messages. When a project needs more capacity or disciplines we do not hold permanently, we bring in trusted contractors and specialists we have already worked with. Depending on the project that can include additional engineering, backend, art, UI/UX, audio and QA. Where you already have educators, researchers, illustrators or an internal digital team, we work alongside them instead of duplicating what you have. Meet the team.

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

Multi-language learning game for the iRead research consortium, spanning 15 mini-games across four languages. Winner of a Serious Games Society award in the Digital Game Competition. Led by Adam.

BBC Educational Interactive

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

Credentials

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Unity Certified Expert

David holds Unity Certified Expert Programmer credentials, and the same engineers stay involved in the technical decisions throughout a project.

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Games First

We come from the games industry rather than the e-learning industry. The same team builds commercial mobile and multiplayer titles, and that engineering is what educational projects get.

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Recognised Educational Work

Navigo, built for the EU Horizon 2020 iRead project, won a Serious Games Society award in the Digital Game Competition. Adam led that project at fish in a bottle.

EdTech and Classroom Tools

Common targets for educational work. Other platforms, SDKs and services are chosen per project.

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

How an Educational Project Runs

Every project is different, and a modernisation starts from a very different place to a new build, but most educational engagements move through the same four stages.

1. Understand What Needs to Be Learned

Before anything is designed, we work with you and your subject-matter experts to establish what the game is for and who it is for.

  • Learning Objectives: What a learner should be able to do afterwards, in terms specific enough to design against.
  • Curriculum and Standards: Where the content has to align with something formal, such as UK Key Stages, Common Core or a university module.
  • Audience and Context: Age, reading level, session length, and whether this is used in a classroom, at home, in a venue or at a desk.

2. Prove the Difficult Parts

Educational designs are easy to get wrong on paper. We build the uncertain parts early and put them in front of people.

  • Prototypes: Rough playable builds that test whether the mechanic teaches what it is meant to teach.
  • Review With Educators: Check-ins with your teachers, researchers or subject experts so the content stays accurate.
  • Testing With Learners: Sessions with the real audience to find confusion, boredom or difficulty spikes while they are still cheap to fix.

3. Build and Review

Development runs in practical milestones with regular playable builds, so you can see the game taking shape rather than waiting until the end.

  • Iterative Refinement: Tuning difficulty and pacing so learners stay challenged without being lost.
  • Target Hardware: Testing on the devices the game will actually run on, including modest school hardware where relevant.
  • Accessibility in Build: Building towards the project's accessibility requirements as work progresses, not retrofitting them at the end.

4. Deliver, Integrate and Support

A game nobody can deploy is not finished. We handle the technical side of getting it into the environment it has to live in.

  • Platform and LMS Integration: Store submission, browser deployment, or LMS and reporting integration scoped to the institution's target systems where required.
  • Reporting Views: Where teachers or administrators need visibility, straightforward views of progress and completion.
  • Ongoing Development: Continued engineering after launch where the project benefits from new content, new languages or new platforms.
What Our Clients Say
David is very patient and has great communication. He is an appropriately skilled freelance Unity developer who 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. Thanks David!

Planning an Educational Game?

Tell us about your audience, what you want people to learn or explore, and any content or research you already have. You don’t need a finished game design.

Tell Us About Your Project