Draw
Art & design
Characters, worlds, interfaces. We draw until an idea is something you can touch—and want to touch again.
01 / The name
TZIB takes its name from tz'ib, a Classic Maya word meaning “to write, to paint.” Its scribes and painters held the title aj tz'ib—“the one who writes and paints”—and recorded the world through marks.
We write and draw too—not to record the world, but to make it playable.
02 / Two verbs
Art & design
Characters, worlds, interfaces. We draw until an idea is something you can touch—and want to touch again.
Words & music
Stories, lyrics, melodies. Writing isn’t only words—a melody is written too, one note at a time.
03 / Playground
Before anything becomes a product, it is a toy. Draw something, write a tune, or hear what a word sounds like.
Draw with a mouse, pen, or finger.
Tap blocks to write a tune. Play turns sound on.
Every word has a tune. Try your name—any language works.
04 / What we value
Not technology to show off—technology that slips into everyday life and quietly removes friction.
We bring life to ordinary actions. The bar isn’t one moment of fun; it’s the feeling that makes you come back.
You learn it by touching and trying again, not by reading instructions. Intuitive comes first.
We design for what people keep doing, not a moment of attention. We measure success by whether people come back and keep going.
05 / Philosophy
We redesign repetitive parts of life—learning, work, movement, and daily routines—as games, so people can engage more deeply and keep going.
It is not a failure of willpower. Better systems can make meaningful action easier to begin.
It is more than a reward added at the end; it can be the reason an action continues.
When people can see change happening, momentum begins to generate itself.
06 / Work
In development
A music app for kids. Each floor of the castle is a level and each room a song: follow the falling notes to learn a melody, then play it in time with the band. Learning comes first—writing your own is next.
Interactive systems that make participation intuitive, motivating, and memorable.
01Fast, tangible ways to test whether an idea is useful—and whether people want to return.
02Thoughtful experiments with new technology that reduce friction in everyday life.
03Vision
A world where living is something we play, not something we simply endure.
Mission
We apply gamification to learning, work, exercise, and everyday life—shortening the distance between a goal and the next action.
We are at the beginning.