VFC Studio

Games that adapt to people, not the other way around

We create playful experiences for different ages and abilities, designed around the way people naturally move, explore and connect.

Safe by design. No chat, no ads, nothing leaves the phone, bought once.

FollowBirdy

A game your parents and your children both want to play

A bird flies through the room you are already sitting in, and the player follows it by turning and reaching. There is nothing to read and no controls to learn.

A hand holding a phone. On the screen, a bird carrying a small child flies through the room the phone is pointed at.

FollowBirdy · follow, move, explore

Rescue the egg. Raise the bird. Watch it fly

Every journey in FollowBirdy tells the same small story, and the player is the one who carries it.

Rescue

The bird’s egg is lost. The child rides out on the bird’s back to find it and bring it home.

Tend

The egg is safe but not hatched. It needs warmth and watching, and every level played is care given.

Raise

The hatchling grows a little with every session, and the child stays with it.

Soar

One day it is strong enough to climb into the sky on its own.

How it is played

A bird flies through your room carrying a small child on its back. The player keeps it on screen by turning, reaching and walking a few steps. When they drift, the bird calls them back with a soft sound and a small vibration.

Then there is another egg, and the next journey asks a little more. Runs on iPhone and iPad, and on Android phones from the last few years.

No text. No timers. Nobody loses.

Recorded on a phone, in an ordinary living room.

What play asks for

Four things the game pays attention to

Two open gold handsTurn, reach, follow

Play asks for turning, reaching and a few steps. It works seated, in a chair or a bed, with arm movement alone.

A gold eyeFind your bird in the flock

Keeping one bird on screen is the whole task, and the more birds there are around it, the more there is to ignore.

A gold bird in flight among starsKeep it in view

Following a moving target with the phone, and placing a block where it belongs, are both steady-hand tasks that get gently harder.

A gold egg in a nest of feathersEvery bit of play counts

Time spent actually playing is always credited, so a short session still counts as a good one.

In the game those four are called movement, attention, coordination and stamina. BirdyWatcher, a view inside the FollowBirdy game, is where a family can see them: day by day, week by week and month by month. It is a picture of activity, not a health assessment.

The end of a level in FollowBirdy: a golden statue of a child holding up a feather against a chalk-drawn sky, four gold marks below it, and further down a bird carrying a small child over a meadow path.
The end of a level. The four marks under the statue are the four things the game pays attention to.

Same game, made personal

Your parent and your six-year-old each get their own way in

At first the job is simple: keep one bird in view as it crosses the room. From there the game sets its own pace. The bird travels farther and more birds share the sky. There is more of the room to notice too, a season turning, the tree gaining its leaves. On a day when play needs to be gentler, it softens again, and nothing is said about it.

A watercolour of an older man in an armchair and a young boy standing, facing each other across a tall phone screen that shows a tree, with birds flying past.
One clear thing to do

Turn, reach, and keep one bird in view. No control scheme to learn, no instruction to remember.

More to notice, when there is room for it

The game sets pace, distance and how many other birds are in the sky. Nobody is asked to pick a level.

Nothing to get wrong

If play is less steady today, the next journey makes room for that. Nobody is told they failed, and every bit of play counts.

Your child and your parent will not play it the same way. That is the reason to give it to both of them.

Safe by design

What a parent asks first

A pencil drawing of a small child in a helmet riding on the back of a large bird in flight.
Nobody else is in the game

There is no chat and no multiplayer. No stranger can reach the player.

No ads, ever

The games are paid. No banners and no rewarded videos. Nothing pops up mid-play.

Nothing leaves the phone

Session data stays on the device. No account, no upload, nothing to sell.

Bought once

You buy the game and it is yours. Nothing gates play behind a subscription.

The longer answers

How the on-device data works

The game records how the player moved during a session, keeps it on the device, and uses it to set the right difficulty next time. It is not uploaded anywhere. There is no account to open, no copy of it on a server of ours, and nothing about the player to sell.

What one purchase covers

You buy the game once and it is yours. BirdyWatcher comes with it, showing daily, weekly and monthly progress at no extra cost. Nothing gates play, and you will never need to pay more to finish the game.

Nothing holds a streak over the player

Being away for a week costs nothing. There is no daily demand, no reminder to come back, and no meter anywhere showing how you are doing.

These are games, not medical products

We design for gentle movement, attention and enjoyment. We make no health claims, we do not diagnose anything, and nothing here replaces a doctor, a physiotherapist or a carer.

Connekey · in development

You are helping him. He is helping you

His toy is up where he cannot reach it. Wooden blocks lie around him on your own floor, and you build until he can climb up and get it. When you are stuck, he walks to the piece that comes next and points at it, and holds the point until you act. When he is stuck, you build.

Nobody is in charge. There is no timer, no score and no way to lose, so what you do next is always your own choice. He offers more help when you need it and less when you are managing, so you are never handed a solution you did not ask for. You did the building, and he could not have got there without you.

Connekey running on a phone held in both hands. On a real floor, a bridge of blocks painted with tulips and daisies leads up to a tall column with a small robot toy balanced on top, and an animated child stands in front of it.
The toy is up on the tower. The bridge is the part you built.
A Connekey level: a bridge built from painted blocks in green, blue, gold and pink, with a long ramp up to it.
The shapes are the puzzle. Blocks, arches and a ramp to climb.
A finished Connekey level: a bridge painted all over with daisies and butterflies, crossing blue water with a lily pad.
Finished, it is a painted bridge of flowers and butterflies over water. Every level is a picture.
How the companion works

He watches what you are doing, notices when you move, hears a voice in the room and looks up. Reach a hand into the picture and you can pet him or tickle him, and he comes over and reacts.

He also adapts to how you play. A child who builds quietly and never touches him gets a companion who keeps a respectful distance and works alongside them. A child who pets, waves and calls out gets one that plays back. Both are the right way to play. He remembers who he is playing with, so coming back after a week away means a warmer welcome, and there is no meter anywhere showing how you are doing at being liked.

That structure is deliberate. Choosing freely, feeling yourself get good at something and being noticed all come from one act here, which is helping someone reach the thing he wants.

For an older player it works the same way from the other side. The puzzle is real thinking rather than a quiz, and being needed by someone is not a small thing.

Made with care

It all looks and sounds like one place

We decide together how a game should feel. Hava puts it on the canvas. The bird and the child riding it, the wooden blocks, the small companion, the cherry tree and the four seasons it moves through all pass through her hands and come out in one visual language. She wrote the music too, composed for these games and for the pace they are actually played at, and it changes with the season on screen. In a game with no text, sound is how the player is told what just happened, so it is part of how the game works and not a layer added at the end.

She came to games from textile design and the fashion industry, then took a Master’s in game design at Shenkar.

Her signature is on every piece of it.

That is why the two games feel like the same place, and why neither of them feels assembled.

One of Hava’s game design sketches, first pencil line to finished art, moving.

Where this comes from

It began with our own parents

We wanted a game our parents would actually choose to play. For our Master’s research we ran a pilot with 19 adults aged 65 to 84, to see what kept them engaged. Three things mattered most: a world that felt familiar, room to move at their own pace, and no scoreboard telling them they had failed. Since then we have seen young children want the same three things.

A line drawing of an older adult walking hand in hand with a small child, the child drawn as pixels.

We started the studio to make games for the people a scoreboard turns away, and based our design on that research. We design every part of it together, then build to our different strengths. Yaron came from trading systems, where the work was reading signals and knowing what they mean. The game does the same with a player by reading how they move and adapting the difficulty, keeping play fun.

We build for the two ends of a family because neither should have to become a gamer before a game can belong to them.

That is design grounded in research. It is not evidence that our games improve anything, and we will not say it is until there is evidence.

FAQ

Straight answers

Can my parent and my six year old play the same game?

Yes, and that is what it was designed for. Each of them plays it at their own level because the game adjusts on its own.

Is this just more screen time?

The player is up and moving, not sitting still with a screen. Nothing here is built to keep them playing: no ads, no streaks, and nothing that carries on by itself.

Is it safe to move around while playing?

Clear the space before you start. Move anything on the floor out of the way and keep cords and pets clear. Play in good light. It can also be played seated, in a chair or a bed, with arm movement alone.

Stop if the player feels tired, dizzy or unwell. Stop if the movement starts to feel like hard work, and stay nearby when a young child is playing.

Who is the character my child is playing with?

Nobody real. It is a character in the game, running on the phone, not connected to any person or any service. It reacts to movement and to the sound of a voice in the room, and it records neither.

My child is quiet and does not like being pushed. Will the character bother them?

No. The character stays quiet too. It picks up how a player likes to engage and matches it, so a child who just wants to build gets a companion who builds next to them instead of one demanding attention.

Does anything leave the phone?

No. Session data stays on the device and is used to set difficulty. There is no account, no social feed, no upload, and nothing about the player is sold.

Can they get stuck or lose?

No. There is no losing screen. If a level goes badly the game quietly makes the next one easier, and taking part is always credited.

My father struggles with a touchscreen. Will he manage?

There is almost nothing to tap. The player holds the phone and moves. There is no text to read and no menu to learn, so the usual barriers are not there.

Do they need a big room?

No. It works in an ordinary living room.

What does it cost?

One purchase, with a free trial first. No subscription ever gates play. Final prices go on the App Store listing at launch.

Which devices, and when?

FollowBirdy comes first, on iPhone and iPad, and on Android phones from the last few years running Android 14 or later. Connekey follows, on iPhone and iPad. Neither is in a store yet. Leave your email and we will write once, on the day it is.

Why augmented reality?

Because the player does not have to learn a world, they are standing in it. The furniture is theirs and the distances are ones they already know, so looking for something above the sofa is the same act at seven as it is at eighty. The input is the body rather than a control scheme, so there is nothing to memorise, and it is a gentle bit of exercise that nobody has to be told to do.

Is this therapy?

No. It is a game designed to be playable by people who find most games unplayable. We make no medical or therapeutic claims.

What research is behind it?

Our own pilot study with adults aged 65 to 84, and a good deal of published work underneath it. The design leans on Self-Determination Theory, on research into serious games for older adults, and on long-standing work about keeping difficulty at the edge of what a player can already do. The paper was peer reviewed and accepted at EGen2023. The preprint is free to read at doi.org/10.31234/osf.io/g53fu_v1.

Follow Birdy home

One email, on launch day. That is it, and we do not pass addresses on.

Still two people in a small studio, and we answer our own email.