top of page

Beezkid — A learning arcade for preschoolers

A multi-game iOS learning suite designed for independent preschool play—a “learning arcade” kids could run themselves and parents could trust.
Outcome: 17,000 downloads in 6 months

Role (solo): Founder • Product Designer • Game Designer • Illustrator

Sole owner (0→1): Game design • UX/UI • Visuals • Content packs • Build handoff • App Store launch

The unmet need: screen time parents can trust

Parents weren’t looking for more endless videos. They wanted screen time they could feel good about—something that looked and felt like play, but still delivered learning.

​

The bet I made

Make learning feel like a game:

  • Short rounds that invite “one more”

  • Instant feedback so kids self-correct without needing an adult

  • Clear progress that builds confidence and repeat play

​

Success looked like: a preschooler could self-start, repeat confidently, and return without parentguidance.

​

My role

Founder + solo product designer
I owned the full stack: game design, UX/UI, visuals/illustration, content packs, build handoff, and App Store launch (0→1).

A “learning arcade” kids can run themselves & parents can trust

I designed a consistent suite-wide interaction model and shipped multiple games inside one framework.

​

What I delivered

  • Touch-first play (low reading dependency)

  • Instant feedback + clear progress

  • Short rounds built for “one more”

  • Result: repeatable, guilt-free screen time that didn’t feel like homework

Content packs that power every game

New category packs (Animals • Fruits • Numbers • Colors • Objects)Scales via content packs
:

One purchase unlocks fresh content across all games + modesWhy it’s powerful: 


Repeat reasons to return and a clean path to monetize without changing the core UXBusiness benefit
:

Single-threaded owner (design, systems, launch) + Scope: Content framework

Preschool UX designed for independence + repetition

This suite was designed around independence + repetition:

  • Motor-first interaction (drag / tap / trace)

  • Low reading dependency (visuals carry the UI)

  • One objective per screen (no dead ends)

  • Instant feedback (correct/incorrect is unmistakable)

  • Short rounds designed for replay

  • Parent trust baked in (skill categories + progression)

Drag, tap, solve the problem

Play pattern


Missing-value prompt (7 − _ = 2)
Tap to choose or drag to place

Why it works (as a game mechanic)


Tactile math = faster understanding
Infinite scaling via ranges + rules

One framework, many modes


Add / Subtract / Multiply / Divide
Mix Bag • Reverse • Compare (greater/less)

Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

 

Picture-to-word spelling through drag + drop

Play pattern


See the image + empty letter slots
Drag the correct letters into place

Why it works (as a game mechanic)


Turns recognition into a fast “solve it” loop
Built-in self-checking without reading instructions

Scales cleanly
Category packs:

Animals • Fruits • Birds • Numbers • Colors • Objects

Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

 
 

Recognition to spelling, built for repeat play

What it drives


Confidence through quick wins (place letters → progress → complete)


Independent play (no reading required)

Retention built in


Play for Fun • Test Me (10/20/30) • Time Me

Scales via content packs


Fruits • Animals • Birds • Colors • Objects • Numbers

Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

Trace, win, repeat

Outcomes


Handwriting confidence through micro-wins
Independent play (visual cues, not instructions)

Retention built in


Short rounds that keep kids in flow

System benefit


Shared navigation + settings across the full game suite

Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

 

Outcome: guilt-free screen time, validated

Parents wanted screen time they could trust. I shipped short, repeatable learning loops. 
As the solo owner from first sketch to store release I achieved:

~17,000 free downloads

in 6 months (ad-supported version)

Learning ≠ revenue (unless you design for replay)

Founder-led design: I owned every product call. Lessons I learnt

“Educational value” drove downloads, but not durable sessions

Ads failed without habit + replay density

Without sustainable ad revenue, I paused development

Without that retention engine, I paused further investment 
and moved on to higher-viability bets

Hello @ 917.282.3883

bottom of page