Programmes

Experiences you can bring to your people.

Every programme here started as a real design problem and has been run with real people. Take one as it is, shape it around your context, or start from your own brief.

Things you can bring in

Every programme, at a glance.

What it is, what happens, and where the weight sits across fun, connection and capability.
Proven programme

Ninja Trials

A coach supporting a young girl as she swings between rings at a Ninja Trials obstacle course.

Try it. Miss it. Watch someone else make it. Then come back with something to prove.

A modular obstacle experience built around challenge, improvement and visible achievement.

  • Families
  • Youth
  • Obstacles
  • Fun
  • Connection
  • Capability
Proven programme

Sector Zero

A 2v2 nerf blaster battle in a fixed-size arena, teammates covering and reaching for the central flag.

Two teams. One arena. One objective. Your teammate matters.

A live 2v2 or 3v3 competition built around movement, communication and quick decisions.

  • Teams
  • 2v2 / 3v3
  • Competition
  • Fun
  • Connection
  • Capability
Outcome-led

Caught in the Middle

Students guiding a blindfolded classmate through a taped course in a school hall.

It's easy to say you won't follow the crowd — until you're the one standing in the middle.

An outcome-led youth programme where participants experience influence, incomplete information and decision-making through play.

  • Youth
  • Schools
  • Outcome-led
  • Fun
  • Connection
  • Capability
Adaptable format

DADROX

A father and his young son hugging at the finish line of a family fitness challenge.

Your child doesn't have to watch from the side. Do it together.

Parent-child challenges built around shared effort, encouragement and finishing something side by side.

  • Families
  • Parent + child
  • Shared challenge
  • Fun
  • Connection
  • Capability
Adaptable format

Shadow Tag

A ninja at the top of a wall pulling a young player up during a night run of Shadow Tag.

The place hasn't changed. The way you move through it has.

A live pursuit game built around awareness, movement and other players.

  • Teams
  • Movement
  • Play
  • Fun
  • Connection
  • Capability
Adaptable format

Festive & Seasonal

A public play space lit at dusk, set up for an occasion.

Bring us the occasion. We'll bring something people can take part in rather than watch.

  • All ages
  • Occasion-led
  • Scales to the venue
  • Fun
  • Connection
  • Capability
Adaptable format

Celebrations & Milestones

A costumed character lifting a delighted child during a themed celebration.

Thirty. Forty. Fifty. Some moments deserve more than a room with decorations.

Birthdays, anniversaries and milestones designed around the people at the centre of them.

  • Birthdays
  • Anniversaries
  • Custom themes
  • Fun
  • Connection
  • Capability

What we mean by capability

Not a syllabus. Capability here means resilience, perseverance in the face of an obstacle, the habit of overcoming it, and the discipline to come back and try again. Which of those we design for is adapted to the outcome you need.

We see it most clearly in Ninja Trials: someone fails an obstacle, tries again, and finishes it in front of people who watched them fall.

How far you want to go

Three ways to work with anything on this page.

  1. Fastest

    Ready to play

    Run an existing programme as designed. We bring the format, crew and kit.

  2. Most common

    Adapted for you

    Same proven mechanic, reshaped for your audience, space, theme or objective.

  3. Deepest

    Built from scratch

    An original experience designed around your brief, place and people.

Proven programmes

Designed, run, refined.

These have been tested in front of real crowds. You can book them as they are.
A coach supporting a young girl as she swings between rings at a Ninja Trials obstacle course.Proven programme

Ninja Trials

Try it. Miss it. Watch someone else make it. Then come back with something to prove.

A modular obstacle experience built around challenge, improvement and visible achievement.

  • Families
  • Youth
  • Obstacles

Bring it to

  • Mall activations
  • School holidays
  • Family events
  • Festivals

Designed for

  • Fun
  • Connection
  • Capability
A 2v2 nerf blaster battle in a fixed-size arena, teammates covering and reaching for the central flag.Proven programme

Sector Zero

Two teams. One arena. One objective. Your teammate matters.

A live 2v2 or 3v3 competition built around movement, communication and quick decisions.

  • Teams
  • 2v2 / 3v3
  • Competition

Bring it to

  • Team building
  • Mall activations
  • Youth events
  • Competitions

Designed for

  • Fun
  • Connection
  • Capability

Outcome-led programmes

When the experience has to do something.

Built backwards from an objective — the reflection is designed in, not bolted on.
Students guiding a blindfolded classmate through a taped course in a school hall.Outcome-led

Caught in the Middle

It's easy to say you won't follow the crowd — until you're the one standing in the middle.

An outcome-led youth programme where participants experience influence, incomplete information and decision-making through play.

  • Youth
  • Schools
  • Outcome-led

Bring it to

  • School programmes
  • Youth organisations
  • Agency programmes
  • Community groups

Designed for

  • Fun
  • Connection
  • Capability
Blindfolded students moving between screens in a school hall while classmates watch
Caught in the Middle · working blind

How an outcome-led programme is built

  1. Objective

    Peer influence, decision-making and communication.

  2. Mechanic

    Participants meet influence, missing information, pressure and consequence inside the game itself.

  3. Experience

    Students make choices and watch how their own behaviour changes what happens to others.

  4. Reflection

    A structured facilitated debrief, built into the programme rather than added afterwards.

Adaptable formats

An idea, not a fixed package.

A mechanic that holds its shape while everything around it changes — audience, place, theme, occasion.
A father and his young son hugging at the finish line of a family fitness challenge.Adaptable format

DADROX

Your child doesn't have to watch from the side. Do it together.

Parent-child challenges built around shared effort, encouragement and finishing something side by side.

  • Families
  • Parent + child
  • Shared challenge

Bring it to

  • Family days
  • Mall activations
  • Park programmes
  • Sports events

Designed for

  • Fun
  • Connection
  • Capability

Parents and children experience one another differently when they have something real to overcome together.

A ninja at the top of a wall pulling a young player up during a night run of Shadow Tag.Adaptable format

Shadow Tag

The place hasn't changed. The way you move through it has.

A live pursuit game built around awareness, movement and other players.

  • Teams
  • Movement
  • Play

Bring it to

  • Corporate team experiences
  • Youth programmes
  • Festival games
  • Park activations

Designed for

  • Fun
  • Connection
  • Capability

Familiar environments become playable when people are given new reasons to move through them and respond to one another.

A public play space lit at dusk, set up for an occasion.Adaptable format

Festive & Seasonal

Bring us the occasion. We'll bring something people can take part in rather than watch.

  • All ages
  • Occasion-led
  • Scales to the venue

Bring it to

  • Chinese New Year
  • Hari Raya
  • Deepavali
  • Christmas

Designed for

  • Fun
  • Connection
  • Capability

Occasions already gather people. Participation is what makes them remember the afternoon.

A boy swinging between rings on an obstacle course while a crowd watches
Shadow Tag · the course
A boy reaching the top of a warped wall with a marshal pulling him over
Shadow Tag · over the wall
Three teenagers laughing together in smoke at the end of a night escape run
Shadow Tag · out, together

How an adaptable format travels

  1. Starts as

    Idea

    Something true about how people behave.

  2. Becomes

    Mechanic

    A rule set that reliably produces that behaviour.

  3. Becomes

    Format

    A runnable experience with kit, crew and pacing.

  4. Lands as

    Application

    Your audience, your place, your occasion.

How a programme can grow

Sector Zero can stay a game, or become the reason people keep coming back.

  1. One session

    The core game

    A short, repeatable team battle.

  2. One event

    Adapted

    Themed and scaled to the venue and crowd.

  3. Repeatable

    Engagement system

    Scoring, standings and progression across days.

  4. Ongoing

    Recurring league

    A community with something to return to.

A costumed character lifting a delighted child during a themed celebration.

Celebrations & milestones

We design celebrations people can step into.

We design magical moments around the people you’re celebrating.
  • Birthdays
  • Anniversaries
  • Custom themes

What are we celebrating?

A birthday

Children, or a 30th, 40th, 50th — designed for whoever is actually in the room.

An anniversary

A couple, a family, a company, a community marking how far it has come.

A special moment

A milestone, a reunion, an achievement worth gathering people for.

Give us the person. Give us the occasion. We’ll design the moment.

How a celebration is designed

  1. Theme

    Who is being celebrated, and the world they would want to be in.

  2. What people do

    Games, missions and challenges everyone can take part in.

  3. The magical moment

    One designed beat the whole celebration turns on.

  4. The memory

    What guests are still talking about the next week.

What we can build

  • Themed games
  • Physical challenges
  • Quests
  • Reveals
  • Character moments
  • Shared rituals
  • Surprises
  • Performances
  • Designed environments
  • A final hero moment

Examples

  • A physical themed adventure built around a character the guest already loves
  • A story-led celebration where guests become part of the world
  • A ninja birthday — missions, attempts and a final hero moment

At a partner venue such as Ninja Lab, at your own venue, or somewhere we find together.

A challenge board where participants post and answer records.

Engagement systems

Bounty

A challenge and recognition system that gives participants reasons to compete, return and build status over time. It layers onto a programme rather than replacing it — turning a single attempt into something worth returning to.

  • Festivals
  • Sports communities
  • Youth programmes
  • Multi-activity events
  • Recurring programmes

Built for a brief

When nothing off the shelf would have worked.

Some objectives need their own world. These are not programmes you can book — they are proof of how we design when the brief comes first.
A hand on a door handle, about to open something.
Built to brief

Left Behind

  1. The brief

    Create a stronger, more direct anti-drug engagement experience.

  2. The design question

    How can participants physically experience influence, consequence, loss and recovery rather than only being told about them?

  3. The response

    An original immersive physical experience, designed from scratch around the objective.

Tell us who you are gathering, and we will tell you what is worth building.