The reason
Why We Do It
We love the idea of developing games and supporting people’s improvement at the same time.
Learning is power and fun is what makes it more impressive.
Learn by play, learn with “Pixo”fun!
Interested in game-based training? We have that in common!












Fun facts about Pixofun
Our Numbers
Our services
What We Do

Custom Games
We design tailor-made serious games or gamification projects to act on your company’s learning challenges

Game as a Service (GaaS)
Game licensing and delivery model in which software is licensed on a subscription basis

Cross-platform Games
We design games that are compatible across all platforms and devices

Social Games
Online games that are played through social networks (i.e. Facebook)
International
Awards
Some of our works
Highlight Projects

NextPlease!

NextPlease!
Release Date: 2019
What It Is:
Textbook knowledge is usually not the best approach when it comes to sales. A successful salesperson should be able to treat each customer uniquely.
NextPlease! is designed to teach sales employees to get to know their customers better and to guide them into making sales while improving their soft skills. It demonstrates four major steps of the sales process: prospect, approach, needs assessment and closing.
Target Audience:
- Sales representatives
Awards:
- Silver, Brandon Hall Excellence Award “Best Use of Games or Simulations for Learning” (2021)
Fun Facts:
- Visited more than 10 bank branches for game setting

IsVille

IsVille
Release Date: 2016
What It Is:
IsVille is a strategic banking simulation where employees are encouraged to increase and refresh their knowledge about retail banking, products, and processes while seeking to make a profit and extend their “Ville” against an avid rival bank.
Target Audience:
- IsBank employees
Awards:
- Learning Technologies Awards, Best Learning Game, Gold (2016)
Fun Facts:
- More than 1M banking related questions were answered
- Most of the connections were made during lunch hours and on the weekends
- Employees embraced the game so much that we released “IsVille 2” on January 2017

The World of Telecom

The World of Telecom
Release Date: 2017
What It Is:
The World of Telecom is a telecommunication network simulation game designed for Turk Telekom. The game serves as an e-learning tool aiming to increase participations to corporate trainings, extend knowledge and understanding of products and telecom processes. While players install lines and create networks on their own, they also get to experience answering “call center” questions and increase customer satisfaction.
Target Audience:
- Turk Telekom employees

QuizGame
Teaser
Gameplay
QuizGame
Release Date: 2016
What It Is:
QuizGame is a gamified quizzing tool that primarily focuses on voluntary participation by using addictive game mechanics that is integrated with standard quiz methods in which players are expected to complete challenges where they can recall training content.
It works best for contexts involving “fact” knowledge.
Target Audience:
- SMEs
- Large Corporates
- K-12 and Higher Education
Awards:
- Gold, Brandon Hall Excellence Award for “Best Advance in Gaming or Simulation Technology” (2016)
- Silver Stevie Award for “Best Product or Service of the Year” (2016)
Fun Facts:
- More than 150K users
- Employees loved the idea of competing against their peers and managers for some reason…
For further information, please visit quizgame.co

FootboCity
FootboCity
Release Date: 2010
What It Is:
FootboCity is a simulation of building a city and managing a soccer team. It is a Facebook game.
Target Audience:
- Social Gamers
Fun Facts:
- FootboCity is more populous than the state of Kansas
- Only in 4 months, 27,816,173 cheerleaders were sent to motivate their team

Mucit Koy
Mucit Koy
Release Date: 2011
What It Is:
Mucit Koy, is a simulation game where players are expected to contrivance and enhance science, technology, culture, and art while building a civilization.
Target Audience:
- Children and teens between the age of 10-18
Awards:
- A Crystal Pixel Award for “Best Game Graphics” (2012)
Fun Facts:
- Even though the game was initially targeted for children and teens, adults somehow found themselves playing it as well
- Inspired by Thomas Edison’s quote: “Genius is one percent inspiration and ninety-nine percent perspiration”

DreamCell
DreamCell
Release Date: 2011
What It Is:
DreamCell is a serious game where the practice of human resources processes are evaluated whether they were applied correctly in a time constrained environment.
Target Audience:
- Mid-level managers at Turkcell
Fun Facts:
- The game was designed to be played only for 5 minutes per day
- Some of the managers paid us a visit to our office because they wanted to meet the team behind DreamCell

Coca-Cola Icecek Orientation
Coca-Cola Icecek Orientation
Release Date: 2015
What It Is:
Coca-Cola Icecek Orientation Project is currently being used in 10 countries and in 4 languages. As the name of the project gives it away, it is designed for orientation of new employees and teaching value chain of the company. The purpose of this project is to develop entertaining, memorable and productive new employee orientation. It has a story-like setting.
Target Audience:
- New employees of Coca-Cola Icecek
Fun Facts:
- Drank more than 70 gallons of Coke while developing the project
- Story of the game starts with the CEO instructing the Turkish Coca-Cola character to build a new plant at a feasible location but this was no one man’s job. So, Coca-Cola characters from three other countries decided to help their friend in need