Original IP · Experimental

Mind Dojo

Co-creator · Narrative and learning design

A pixel-art thinking-skills game built around process, reflection, and a long-term Sensei relationship. Now in closed testing.

Case study

Project type
Thinking-skills game · Narrative system
Audience
Children · Years 3–6 (ages 7–11)
Status
Closed testing

Case study

01

The problem

Most learning apps reward quick answers. Mind Dojo is designed to help children notice how they think: how they understand a problem, find useful clues, choose a strategy, and explain what they did.

02

The story

The curriculum becomes a dojo journey guided by Sensei, an ongoing mentor rather than a disposable chatbot. The relationship gives abstract thinking skills a character, a place, and a sense of progress that can develop over time.

03

The evolution

Mind Dojo began as a painted, anime-style prototype. In 2026 it was rebuilt from the ground up as a 16-bit pixel-art world, a leap in style and presentation that current tools made possible for a very small team.

The rebuild brought far deeper interaction, animation and engagement: a living island of seasons, cats, koi and sky lanterns; word blocks and step builders, so younger children can show their thinking without wrestling a keyboard; a cat Sensei with his own recorded voice, shrine talks and parables; and secrets hidden across every hall. It is now in closed testing with families and a primary teacher.

04

The system

Each challenge follows a five-stage thinking loop: understand the goal, find the clues, choose a strategy, solve, and explain. Six disciplines turn that process toward logic, language, science, story, patterns, and resilience.

The pedagogy, boundaries, and emotional tone remain deliberately authored: process over speed, curiosity over shame, and feedback a child can actually use. No timers, no streaks, no ads, and nothing a child types leaves their device.

In development · Closed testing

Mind Dojo is on my bench right now.

A thinking-skills adventure for kids. A gym for the mind, not a test.