Turn life into play.

01 / The name

A name rooted
in making marks.

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

We draw.
We write.

Draw

Art & design

Characters, worlds, interfaces. We draw until an idea is something you can touch—and want to touch again.

  • Illustration
  • Game art
  • Interface
  • Motion

Write

Words & music

Stories, lyrics, melodies. Writing isn’t only words—a melody is written too, one note at a time.

  • Story
  • Lyrics
  • Melody
  • Sound

03 / Playground

Small toys
we think with.

Before anything becomes a product, it is a toy. Draw something, write a tune, or hear what a word sounds like.

Sketch

Draw with a mouse, pen, or finger.

Melody blocks

Tap blocks to write a tune. Play turns sound on.

Word tune

Every word has a tune. Try your name—any language works.

04 / What we value

Four letters
we work by.

Technology

Not technology to show off—technology that slips into everyday life and quietly removes friction.

Zest

We bring life to ordinary actions. The bar isn’t one moment of fun; it’s the feeling that makes you come back.

Interaction

You learn it by touching and trying again, not by reading instructions. Intuitive comes first.

Behavior

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

Everything can
be a game.

We redesign repetitive parts of life—learning, work, movement, and daily routines—as games, so people can engage more deeply and keep going.

01

Boredom is a design problem.

It is not a failure of willpower. Better systems can make meaningful action easier to begin.

02

Fun is structure.

It is more than a reward added at the end; it can be the reason an action continues.

03

Visible progress moves us.

When people can see change happening, momentum begins to generate itself.

06 / Work

From intention
to action.

In development

Doremi Castle

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.

  • Music
  • Learning
  • Game
  • Mobile

What we make

Games & Experiences

Interactive systems that make participation intuitive, motivating, and memorable.

01
Design & Prototyping

Fast, tangible ways to test whether an idea is useful—and whether people want to return.

02
Technology R&D

Thoughtful experiments with new technology that reduce friction in everyday life.

03

Vision

Life feels
like a game.

A world where living is something we play, not something we simply endure.

Mission

Design a reason
to continue.

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.

Let’s make the
ordinary playable.

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