winded.vertigo presents
the harbour
playful tools for connection, creativity, and growth.
tap a card to see what's inside.
design a playful experience. run it with a real group. see what actually happens — not what you hoped would happen. fold what you notice into the next iteration. crease.works is for facilitators who take play seriously and know that the best designs come from paying attention.
- guided playdate design
- real-time evidence collection
- co-play reflection for facilitators and participants
- iteration workflows that learn from what happened
a growing library of group activities, ice-breakers, and energisers — gathered from years of facilitation across cultures, classrooms, and community spaces. every activity has been field-tested with real humans in real rooms. find the right game for any group size, energy level, or moment — and notice what it tells you about where the group actually is.
- searchable by group size
- energy
- and purpose
- field-tested across cultures and age groups
- new activities added regularly
- no signup required — just browse and play
a facilitated, real-time learning platform that helps groups cross threshold concepts through play. phone-as-controller, room codes, asymmetric views — jackbox meets escape room meets socratic seminar. educators, parents, and facilitators run sessions that move through encounter, struggle, threshold, integration, and application. built on the raft parable: use the game to cross, then let it go.
- real-time facilitated sessions
- phone-as-controller with room codes
- 5-phase threshold crossing arc
- forced prediction and reveal mechanics
- screenless outdoor mode
- sibling scaffolding (guide role)
an ai-powered assessment task generator for educators who want to measure what matters — not just what's easy to test. describe your learning goals, and depth.chart builds developmentally appropriate tasks that reveal where learners actually are. no more guessing, no more one-size-fits-all rubrics.
- ai-generated assessment tasks from learning goals
- developmentally sequenced by age and stage
- multiple task formats (performance
- portfolio
- observation
- conversation)
- aligned to curriculum frameworks without being trapped by them
a card game for teachers and parents who want to actually connect with children ages 6–14. layered conversation prompts move from light to deep. wild-card modifiers lower the stakes of vulnerable questions. playful mini-games keep everyone in the room. designed so the hard conversations happen sideways — not because children can't handle directness, but because the sideways path is often where the real thing lives.
- 128 developmentally-sequenced conversation cards
- deep → deeper → deepest progression
- wild cards that make hard questions feel safe
- four age bands: 6–8
- 9–10
- 11–12
- 13–14
drop elements into the pool, draw connections between them, and watch how everything affects everything else. explore feedback loops, cause-and-effect, and the interconnectedness of everything.
- systems thinking
- feedback loops
- cause and effect
- emergence
- interconnection
a camera-based observation game. photograph everyday objects, annotate what you notice, and build a visual journal of how you see the world changing around you.
- camera capture
- annotation stamps
- visual gallery
- reflection prompts
- observation skills
your reflection dashboard across the harbour. see patterns in how you learn, track your streaks, and revisit the moments that surprised you.
- reflection history
- mood tracking
- skill frequency
- day streaks
- cross-app insights
why these tools
built by people who study how humans grow
us
who holds the harbour
ready to play?
pick a tool and start exploring.
