
Kotak Kosong Studios ยท 2024
Raya Rumble
A chaotic 4-player local party game where players compete to collect kuih raya, sabotage each other, and survive Hari Raya hazards, including one very aggressive auntie.
Lessons. Training. Campaigns. Loyalty programmes. Most of it gets tuned out within seconds. We rebuild it as something people choose to play, finish, come back to, and tell someone else about, whether they're four years old or forty.
We work with the best tools available, from game engines and XR platforms to motion sensors and interactive media systems.












A classroom. A campaign. A training room. A shop floor. Different rooms, same problem: nobody is paying attention. Game design is how we fix it.
A game built from nothing, around one goal that matters to you. A lesson that has to land. A message that has to stick. A skill that has to be practised until it is second nature.
Study that stops feeling like study. We turn lessons into games children ask to play again, and training your team finishes without being chased. Preschool to professional development.
Quests, streaks, and missions that stretch a campaign from a three-second scroll into something people come back to for weeks. On the floor and on their phones.
Points, tiers, badges, and streaks that make coming back feel like winning something. Every mechanic engineered around the one behaviour you want repeated.
Points and badges bolted onto a bad idea just make a bad idea noisier. First we map the behaviour you want, design the loop that drives it, and agree how we will know it worked.
It's the oldest learning tool we have. The mechanics underneath a good game are the same ones that make people focus, remember, and come back for more.
Playable formats consistently out-pull the same content delivered passively.
People stay with a task far longer when it is built like a game.
Across classrooms, campaigns, exhibitions, and training rooms.
People remember what they played long after they forget what they were shown.
A clear goal, one simple rule, and instant feedback on every attempt. That loop is just as irresistible to a five-year-old as it is to a boardroom.
Nobody remembers the slide. Everybody remembers the round they lost. Doing something builds a kind of memory that watching something never will.
Practice is where learning actually happens, and it is the part everyone avoids. Games get people to volunteer for the reps, then ask for more.
A selection of the games and gamified experiences we've built, and what they did to the people who played them.

Kotak Kosong Studios ยท 2024
A chaotic 4-player local party game where players compete to collect kuih raya, sabotage each other, and survive Hari Raya hazards, including one very aggressive auntie.

Kotak Kosong Studios ยท 2024
A 4-player local multiplayer game rooted in Malaysian sukaneka nostalgia, where players race to fill a container with water, just like Sports Day at school.

Kotak Kosong Studios ยท 2023
A 3-player co-op puzzle-adventure where players escape a surreal IKEA-like megastore, each controlling a sentient furniture character with unique abilities.
One process from first brief to final numbers, whether it ends up in a preschool classroom or on an exhibition floor.
Who are they, how old are they, and what do you need them walking away knowing? We start there, never with a format.
The goal, the rules, the rewards. We design the loop that makes people want one more go, tuned to the age in the room.
We build every interaction, from the interface to the hardware, then break it ourselves until nothing is left to break.
Setup, tech checks, and proper onboarding for the teachers or staff who will run it. We are there on day one.
People play, learn, and come back for more. We watch how they actually behave and tune it as we go.
A full report on who took part, what they learned, and whether it moved the number you cared about.
Who are they, how old are they, and what do you need them walking away knowing? We start there, never with a format.
The goal, the rules, the rewards. We design the loop that makes people want one more go, tuned to the age in the room.
We build every interaction, from the interface to the hardware, then break it ourselves until nothing is left to break.
Setup, tech checks, and proper onboarding for the teachers or staff who will run it. We are there on day one.
People play, learn, and come back for more. We watch how they actually behave and tune it as we go.
A full report on who took part, what they learned, and whether it moved the number you cared about.
โBRO PUT THIS ON STEAM PLEASE. queue 4 kali still tak puas.โ
Anonymous
Raya Rumble ยท Hari Raya Open House
Ready to get started?
Tell us what you need people to learn, do, or remember. We'll show you how to turn it into the thing they can't wait to do again.