Our
Work
We don’t just design content. We solve real problems that change how people teach, learn, and lead.

Project 01:
Phonics Games That Reinforced Classroom Learning
Client: Multinational Literacy Provider
The Challenge
The client came to us with a fixed brief: “We need 160 microlearning videos for our new teachers.” They had a massive content backlog (classroom recordings) and wanted fast-turnaround animations to convert that into training material. But microlearning wasn’t the answer, even if it was the buzzword. The real issue? New teachers weren’t clear on how to teach, not just what to teach. Classroom outcomes weren’t improving, and no amount of content would fix that.
Our Approach
We respectfully pushed back against the idea of 160 disconnected videos and instead designed a cohesive, scaffolded learning journey. We aligned it with the centre’s pedagogy, the actual sequence of teaching skills, and real-world classroom challenges. We built bite-sized, scenario-rich lessons using a mix of formats—videos, animations, text, and interactive simulations. Each lesson included built-in checks for understanding and mini-assessments, followed by live workshops to reinforce learning through application and peer collaboration. For the ESL training track, we tackled a different challenge: the overwhelming variety of teaching methods. To avoid inconsistency, we created a unified, centre-approved approach that gave teachers confidence and provided students with clarity.
The Outcome
What began as a production job turned into a transformative teacher development initiative. Ten months in, the client had: A flipped, blended onboarding model Teachers who not only absorbed information, but actually applied it A scalable approach to train cohorts consistently — with zero dilution of pedagogy.
“This is exactly what we needed! The teachers are retaining the information and are able to apply it in the classrooms.”
“TGP challenged our assumptions and delivered far more than we’d imagined — not just content, but clarity and consistency.”
Internal Stakeholder, Teacher Training Project

Videos Showcase

Project 02:
Teacher Training Reimagined
Client: I Can Read (Global Literacy Chain)
The Challenge
Parents were turning to free online phonics games to support their children at home. But these games were out of sync with I Can Read’s pedagogy — drill-heavy, disjointed, and often counterproductive. Students would return to class confused, and progress began to stall. The business faced a dual challenge: Reinforce phonemic awareness outside the classroom without compromising learning integrity Help parents understand and align with the company’s structured literacy approach.
Our Approach
We didn’t start with content. We started with learners. What holds a 2.5-year-old’s attention? What feels like play but functions like practice? And how do you guide a parent without overwhelming them? The answer: story — not as decoration, but as design logic. Using the client’s beloved classroom mascots, we built interactive stories where every correct phoneme led to progress — not just in the game, but in the narrative. Roller Dog didn’t just bark when you were right — he helped clean up a neighbourhood, rescue animals, and unlock new scenes. Every action had meaning. And meaning is what sustained attention. Over time, we designed 100+ mini-games, with: Built-in pedagogical alignment: Structured around I Can Read’s phonics sequence Micro-dose gameplay: One short level per day, minimizing screen fatigue Embedded motivation loops: Feedback, encouragement, progress tracking Parent-proof design: No decisions needed — the path was already scaffolded. We built bite-sized, scenario-rich lessons using a mix of formats—videos, animations, text, and interactive simulations. Each lesson included built-in checks for understanding and mini-assessments, followed by live workshops to reinforce learning through application and peer collaboration. For the ESL training track, we tackled a different challenge: the overwhelming variety of teaching methods. To avoid inconsistency, we created a unified, centre-approved approach that gave teachers confidence and provided students with clarity.
The Outcome
The games became an extension of classroom learning — not a contradiction. Parents gained clarity. Students stayed engaged. Retention increased, and the product earned top scores in internal parent satisfaction metrics.
“Our e-learning content now has an active user base of over 10,000 students — and is continuing to grow.”
Samuel Bracking, eLearning & PD Manager, I Can Read