Gamified learning
Curriculum content reframed as quizzes, dice rolls and board progression — knowledge grows through play.
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.
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.”
Curriculum content reframed as quizzes, dice rolls and board progression — knowledge grows through play.
A turnkey companion for the classroom — no setup, no logins to manage, no extra prep before a lesson.
One codebase, three runtimes — desktop browser, iOS and Android — with progress synced across all three.
Designed for 7-year-olds and 14-year-olds at once: large hit targets, big type, two scripts (Latin and Cyrillic).
The FinPis name, the two-hands mark, the Podkova-set wordmark and a navy + gold system that reads as both bank and classroom.
Four pupils and a robot mascot — characters a child picks at the start of the game and follows around the board.
A spiral hex board, drawn loose. Question tiles, dice tiles, and a CILJ ("goal") center, themed across grass, water and stone backdrops.
Wooden buttons, dice, info panels, victory screens and alert dialogs — a small but consistent component library for the engine.
Multiple-choice quizzes pulled from the Ministry's syllabus, with reinforcement panels and a continue-where-you-left-off save layer.
Responsive HTML5 game running in any modern browser — the same build used in school computer labs and at home.
Native wrappers around the same engine, shipped to the App Store and Google Play with parity on screens and progress.
A full bilingual build of every screen and quiz — every child sees the script their classroom uses, without a settings toggle.
Promotional visuals, app-store renders and classroom collateral that introduced the platform to teachers and the press.
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.
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.
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.
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.





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.

Roll into a "?" and a multiple-choice quiz fires — answer right and your avatar stays.
Get a small jump forward — useful late in the game when the centre is close.
A penalty tile — send the player back a few hexes, never quite to the start.
Pause one turn. Stops a runaway lead without ending the game.
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.

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

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

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

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

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

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



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 became a cornerstone in promoting financial education across Serbia — the first nationwide platform of its kind in the region.
Adopted across Serbian primary education as a classroom companion.
Used by children 7–14 in lessons and at home, on whichever device is to hand.
The first nationwide financial-literacy platform in the region.
Shipped to web, iOS and Android with shared progress.
Brand, characters, board, quiz engine and platform — built by one team, shipped under one roof, and still used in classrooms today.



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