Students plan it, draw it, build it in 3D, and put it online on their own QR code — in a single sitting, on free tools, with no app to install. Then we scale it up as far as the school wants to go, from a two-hour taster to a full-year production.
We don't hide the old way — students learn how this was done before, then see how today's tools collapse it. Understanding both is the point.
A concept artist, a 3D modeller, technical setup, expensive software, and a developer to get it onto a phone. Out of reach for a classroom.
Free tools, photo-to-3D, and AR that runs in a web browser. One student does the whole job and shares it with a link — no app, no licence, no specialist team.
This is the backbone of every level. The two-hour taster runs all six, start to finish. Tap a step to see how it used to be done and how we do it now.
We pick accessible, mostly-free tools on purpose, so students can carry on at home or in school long after the workshop ends.
Start with a two-hour win and stop there, or build all the way to a production made for a real audience. Pick a level to see exactly what students make and who guides them.
Nothing abstract — these are the real tools professionals use, all free to start, behind work students recognise instantly.
Pick a time that suits your timetable and we'll match it to a level. Every workshop sends each student home with something they built — live, shareable, and theirs.