Case study · 2018 — present

The first nationwide financial-literacy platform for Serbian classrooms.

FinPis — short for finansijska pismenost, "financial literacy" — was commissioned by the Serbian Ministry of Education to introduce money basics to elementary-school pupils. We were brought in as the external creative and development partner to take the concept from a one-line brief into a working game children actually want to open, on web, iOS and Android.

Client
Ministry of Education
Audience
Elementary pupils, 1–8th grade
Platforms
Web · iOS · Android
Reach
Schools nationwide, Serbia
FinPis hands mark — one blue, one gold
FinPis
Financial literacy · for every classroom
01 · The brief

Make learning about money feel like a game — but teach like a classroom.

Financial literacy in primary school is a hard sell. The traditional answer is a textbook chapter; the Ministry of Education wanted something different. A nationwide digital playground for pupils 7–14, distributed free to public schools across Serbia, that teachers could actually run in a forty-five-minute lesson.

They had the curriculum. We were asked to build everything around it — the brand, the world, the characters, and the platform — and to make the result work on a school desktop running Chrome, a parent's iPhone, and a borrowed Android tablet, with the same save state moving between them.

“We wanted to create something that feels like a game, but teaches like a classroom.”
— Creative Brackets design team
02 · Goals

Make financial literacy simple, interactive, and available to every child in the country.

01

Gamified learning

Curriculum content reframed as quizzes, dice rolls and board progression — knowledge grows through play.

02

Ready-to-use for teachers

A turnkey companion for the classroom — no setup, no logins to manage, no extra prep before a lesson.

03

Truly cross-platform

One codebase, three runtimes — desktop browser, iOS and Android — with progress synced across all three.

04

Visual & accessible

Designed for 7-year-olds and 14-year-olds at once: large hit targets, big type, two scripts (Latin and Cyrillic).

03 · What we shipped

Nine deliverables, one connected platform.

01

Brand identity

The FinPis name, the two-hands mark, the Podkova-set wordmark and a navy + gold system that reads as both bank and classroom.

02

Five player avatars

Four pupils and a robot mascot — characters a child picks at the start of the game and follows around the board.

03

The game board

A spiral hex board, drawn loose. Question tiles, dice tiles, and a CILJ ("goal") center, themed across grass, water and stone backdrops.

04

UI kit

Wooden buttons, dice, info panels, victory screens and alert dialogs — a small but consistent component library for the engine.

05

Quiz engine & content

Multiple-choice quizzes pulled from the Ministry's syllabus, with reinforcement panels and a continue-where-you-left-off save layer.

06

Web app

Responsive HTML5 game running in any modern browser — the same build used in school computer labs and at home.

07

iOS & Android apps

Native wrappers around the same engine, shipped to the App Store and Google Play with parity on screens and progress.

08

Latin & Cyrillic

A full bilingual build of every screen and quiz — every child sees the script their classroom uses, without a settings toggle.

09

Promo & launch creative

Promotional visuals, app-store renders and classroom collateral that introduced the platform to teachers and the press.

04 · The mark

Two hands. One blue, one gold. A child reads it as counting; a parent reads it as a card.

The brief was to teach financial literacy, and the financial world has a visual shorthand — navy blue, gold yellow, a card you tap. We borrowed that vocabulary and pointed it at a 9-year-old. Two outlined hands, one blue and one gold, holding up the numbers "one" and "two". A child reads it as counting, raising your hand, getting the answer right. A parent reads it as a payment card.

FinPis logo — Latin and Cyrillic lockups
Latin and Cyrillic lockups · Podkova wordmark
05 · Palette

A palette borrowed from finance, sized for a classroom.

Two anchors do most of the work — a deep, trustworthy navy and a school-bus gold. The supporting set comes straight off the game board: grass green, river blue and warm wood for the tiles.

FinPis Navy#1F3D7E
FinPis Gold#F5BA17
Cream Paper#FFF1D6
Board Green#6FB348
River Blue#4CC3E0
Tile Wood#C8945A
06 · Marks

One mark, every surface.

The hands work alone as a sticker, sit inside a rounded plate over photography, and ride a navy circle as a badge. The same five pixels read at every scale — a kindergarten name-tag and an app-store icon.

FinPis hands — used as a sticker
Hands sticker
FinPis
Mesto za slogan
Lockup · Cream
FinPis app icon
App icon
07 · Avatars

Pick a player.

Five characters, designed to cover the room. Four pupils — two girls, two boys, with different hair, glasses, skin tones — and Roko the robot, the CPU opponent when a child plays solo. A pupil picks one at the start and follows that avatar around the board for the rest of the game.

Mila
Mila
Pupil
Luka
Luka
Pupil
Sara
Sara
Pupil
Miloš
Miloš
Pupil
Roko the robot
Roko
CPU opponent
08 · The board

A board that teaches itself.

A 36-tile spiral wound into a hex grid, drawn so a 7-year-old reads it at a glance. Start in the bottom-left, work toward CILJ — "goal" — in the centre. "?" tiles fire a curriculum quiz; ▷ tiles move you forward; ⟲ tiles send you back. The first player to reach the centre wins.

FinPis spiral hex game board, grass theme
Game board · Grass theme · v1
Question tile

Roll into a "?" and a multiple-choice quiz fires — answer right and your avatar stays.

Skip ahead

Get a small jump forward — useful late in the game when the centre is close.

Reset

A penalty tile — send the player back a few hexes, never quite to the start.

Stay

Pause one turn. Stops a runaway lead without ending the game.

09 · Screens

The play loop, on every screen.

A full session — load, choose, roll, answer, win — runs in ten minutes flat. Every screen reuses the same wooden tile vocabulary, so a child who learned the rules in week one can sit a friend down in week six.

FinPis loading screen — Učitavanje

Loading

Učitavanje · the splash sets the brand and primes the spiral board behind it.

FinPis rules panel — Pravila igre

Pravila igre

The rules, written for a child — five short lines, no jargon, dismissable in one tap.

FinPis player setup — pick an avatar

Pick a player

Name input + avatar grid. Up to four players per session, mixed pupil / CPU.

FinPis continue prompt

Continue?

Save state on every roll — pick up the same game the next morning, with the same avatars on the same tiles.

FinPis quiz panel

Quiz panel

A question lands on a wooden plate over the board. Multiple-choice, one tap, scored.

FinPis victory screen

Victory

Final scoreboard and the avatar that reached CILJ first. One-button restart.

10 · Devices

One build, three runtimes.

The same engine, wrapped natively for iOS and Android and served as a responsive web app for school labs. Progress, name and avatar travel with the player across devices.

FinPis running on iPad
iPad Tablet is the canonical experience — the board fits without scroll, two players around one screen.
FinPis running on Android phone
AndroidLandscape phone build for personal practice — same board, same UI, scaled down.
FinPis quiz panel on iPad
iPad · quiz viewQuiz panel on tablet. Big hit targets, room for diagrams when a question needs one.
11 · Process

Designing the brand.

We started by shaping a visual identity that would speak to children but also earn the trust of educators. From logo sketches and colour studies through full avatar creation, we built the FinPis world from scratch: rounded shapes, bright tones, and a consistent visual language that carries across all platforms.

FinPis mark applications — sticker, symbol, badge
12 · Results

A textbook chapter turned into something children open on their own.

FinPis became a cornerstone in promoting financial education across Serbia — the first nationwide platform of its kind in the region.

100s
of schools using it

Adopted across Serbian primary education as a classroom companion.

1,000s
of pupils playing

Used by children 7–14 in lessons and at home, on whichever device is to hand.

1st
platform of its kind

The first nationwide financial-literacy platform in the region.

3
runtimes, one engine

Shipped to web, iOS and Android with shared progress.

In closing

A textbook chapter, turned into a game children open on their own.

Brand, characters, board, quiz engine and platform — built by one team, shipped under one roof, and still used in classrooms today.

Brand identity Character design Illustration Game design UI design Web app iOS app Android app Quiz content
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