Educational game


13 years ago, together with Kidekom, we created an entire online community for the National Consumption Institute (currently Aecosan) with the aim of raising awareness among young people about the need to make responsible consumption in all areas.

Consumopolis is a game in which during 2 phases the students of the Spanish schools that wish to participate must form groups of 5, led by a teacher. In the first phase, participation is individual. In the second, the whole group must approach a teamwork.


The player competes, individually, with other Consumópolis players.

The game is independent of the Consumopolis contest. It is not an obligatory part of the contest and does not influence in any case the score of the players and the teams.

Students registered or not can participate in the Consumopolis competition, but students not registered in Consumopolis will not be eligible for the election of the mayor.

The players participate in 3 rounds of questions. First round, Second round and Grand Final.

City of Health

The game is structured as a graphic adventure in which through different scenarios in the "city of health" players interact with the elements present in them to solve puzzles related to healthy lifestyle habits, in which the child , with the trial-error formula, you will learn which of these habits are appropriate for your health.

Through simple minigames of a multiplayer character, interspersed in the main plot, collaboration and the spirit of teamwork are fostered.


Lancome campus

To participate in this training action the user (who must have previously registered on campus), has access to 2 different parts:

  • A catalog showing the products and their use, accompanied by activities (games) that sellers can do to obtain points.
  • A boutique where users can redeem the points earned in the catalog activities.


School to School

Educational web oriented to the cultural exchange that the Vicente Ferrer Foundation has carried out between the Spanish primary schools and India.

Oriented to Primary teachers, it offers in a simple and entertaining way: information, slides, a didactic guide and activities for each of the 5 topics on which the project is concerned.



Game designed to educate minors between 14 and 16 years old in safe surfing habits on the Internet.

Privacy policies and protection of personal data online are the two axes on which the tests are based.

Through these small challenges the main ideas concerning security are introduced by means of analogies with the objects that the player carries in his backpack and that he must avoid losing at all costs.

Target 2015

Game to raise awareness among youth in the objectives set by the United Nations organization to end inequality in the aforementioned year.

Through a board, the player moves forward with the aim of overcoming different challenges in which the key messages that are intended to reach the public on issues of awareness are included at all times.