"I want to give my son and two girls the advice to explore all of their options. By 2032, my son will be 13, the perfect age to use the app."
– The founding promise
"Kids will have had opportunities they would never have dreamt of having. Companies will have a workforce that played their experience 10 years before they end up working in that industry."
– The bigger picture
Free access drives school density → density attracts brands → brand revenue funds expansion → expansion increases density. Each stage compounds the next.
– The flywheel
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Overview
Foundation
The Problem
Research
Product
Market
Execution
Gameplay
Investment
Vision
Overview
Executive Summary
Foundation
Vision & Purpose
Navito exists to give every child on the planet an equal chance to explore their future, regardless of postcode, family background, or the school they happen to attend.
The belief at the centre of Navito is simple: the gap between a child's potential and their eventual outcomes is largely determined not by talent or ambition, but by exposure. And exposure, today, is almost entirely a function of luck.
Some children grow up surrounded by professionals across many industries. Most don't. Their world of possible futures is bounded by proximity, what their parents do, what their neighbourhood looks like, what their school can afford to show them.
350M+
Global 13–15 year olds. Navito's primary audience.
5%
Realistic penetration target by 2032.
2032
Year the founder's son turns 13. The personal deadline.
$0
Cost to every school and student. Always.
The core belief
Children cannot make informed choices about futures they have never been introduced to. The problem is not that they lack drive. It is that their curiosity has never been activated. Nobody showed them the green hydrogen engineer, the logistics operations manager, the data centre architect. Nobody made those careers feel real, interesting, and within reach.
Navito is a curiosity engine. Its purpose is not to guide children toward predetermined outcomes, but to expand the range of what they believe is possible, and to do so at the age when those beliefs are still forming.
The level playing field
The founding ambition is a level playing field, not equal outcomes, which cannot be guaranteed, but equal access to the information and experience that makes informed choices possible. A teenager in an underfunded rural school should have the same opportunity to discover green hydrogen or advanced logistics as a teenager at a well-resourced private school. That is what Navito is building.
Foundation
The Story
Navito did not begin as a market analysis. It began with a career aptitude test and a fourteen-year-old who answered it honestly, and was handed a list that closed more doors than it opened.
The aptitude test
As a young person, the founder sat down to complete a career aptitude test. He answered that he enjoyed sports and working with people. The test returned its verdict: physiotherapist. Sports marketer. Coach. He locked in his thinking early, never seriously explored beyond those suggestions, and moved on.
He did not become any of those things. He became a founder, three times over. But the question that stayed with him was not what he became. It was what he never considered. What professions, industries, and possibilities existed that he never encountered because no test, no teacher, and no career day ever showed them to him.
A personal deadline
The question became more urgent when he had children. A son and two daughters. By 2032, his son will be thirteen, exactly the target age for Navito's core user. He wants to build the solution his own children will one day use. He wants to tell them, with confidence backed by a real product, that their options are wider than they can currently imagine.
"I want to give my son and two girls the advice to explore all of their options. I'd like to create that solution for them. By 2032, my son will be 13, the perfect age to use the app."
Why the model is what it is
The original conception was a school-facing product, a platform institutions would purchase. That model was abandoned after conversations with experienced EdTech founders revealed the structural problem: K-12 procurement is slow, political, and budget-constrained. The schools that most need the product are the ones least able to pay for it.
The insight came from looking at the opposite side of the equation: ask brands, who have a genuine commercial problem and a budget to match, to fund a product that schools and students receive free. A comparable model in higher education is The Forage. Navito applies the same logic to K-12, at a younger age, with a fundamentally more engaging delivery mechanism.
The founding insight
Through work in EdTech, the founder was repeatedly exposed to projects and programmes trying to fix career navigation. The pattern he recognised, that most existing solutions miss, is that the problem is not information. Career information exists in abundance. The problem is curiosity. It is hard for children to make choices when they have never encountered the job. When the career is entirely abstract to them. Navito is, at its core, a curiosity engine.
Foundation
Why Now
Three forces are converging simultaneously. The window where they intersect is open, and it is not permanent.
December 2025
Australia enforces the world's first nationwide social media ban for under-16s. Passed with 77% public support.
November 2025
EU Parliament votes in favour of a minimum age of 16 across all platforms.
February 2026
Spain, France, Denmark, Portugal, Malaysia, and the UK pass or formally propose equivalent legislation.
April 2026
30+ countries in active legislative process. 19 US states with enacted or proposed social media legislation for minors.
July 2025
US youth unemployment reaches 10.8%, highest non-pandemic level in a decade (BLS).
Force 1 – Regulatory collapse of social media
What began as a single country's response to a youth mental health crisis has become a coordinated international regulatory movement. The EU minimum age vote, national proposals across Europe and Asia-Pacific, and US state-level legislation represent a political consensus that is not reversing. Brand campaigns planned 12-18 months ahead are suddenly legally uncertain.
Force 2 – Commercial breakdown of youth digital marketing
Cost-per-acquisition for reaching youth on social platforms has risen over 200% in three years. 84% of Gen Z skip social ads entirely. GDPR-K and COPPA have made behavioural targeting of minors increasingly illegal, removing the data infrastructure that made social advertising viable. The channel was broken commercially, legally, and ethically before any government acted.
Force 3 – The youth career crisis deepening
4.3 million young Americans are classified as opportunity youth. The youth NEET rate is at 12% and rising. The evidence linking early career exposure to adult outcomes is robust and increasingly mainstream. The intervention is proven. A scalable, free delivery mechanism does not yet exist.
The window
The first platform to establish meaningful school density, before the regulatory void is filled by a competitor, will be extremely difficult to displace. Schools do not switch platforms. The network effect compounds. The window is open. It will not stay open indefinitely.
The Problem
The Regulatory Cliff.
Brands are being legislated off the only channel they had to reach teenagers, with $11.5B in spend and nowhere compliant to put it.
200%+
Rise in youth CPA on social platforms in 3 years
30+
Countries legislating social media restrictions for under-16s
84%
Of Gen Z skip or fast-forward social ads entirely
<5%
Global ad budgets going to gaming (Dentsu 2025)
The regulatory side
Australia's December 2025 ban, passed with 77% public support, was a watershed. What followed was coordinated: EU minimum age vote, waves of national proposals across Europe and Asia-Pacific, US state-level legislation. This is a political consensus that is not reversing.
The commercial side
The economics were already broken before legislation arrived. The 200% rise in CPA reflects algorithm saturation, iOS privacy changes, and documented decline in young people's engagement with social advertising. The ad spend is real. The reach is not.
The gaming alternative, and its limits
Gaming is the obvious alternative. The IAB projects in-game advertising reaching $11.5B in the US alone by 2027. Yet gaming captures less than 5% of global ad budgets. The barriers are consistent: unverified demographics, fragmented measurement, open environments that expose brands to reputational risk. Roblox, Minecraft, and Fortnite are under growing regulatory scrutiny. Navito eliminates every barrier.
The industries most affected
The brands with the most acute version of this problem are in industries young people do not currently consider: data centres, green hydrogen, advanced logistics, financial services, healthcare, government and military recruitment. These sectors need a workforce in a decade that is currently 14 years old and has no idea those careers exist.
The Problem
The gap is structural, and no one is filling it.
The career exposure gap is not an information problem. Young people do not lack facts about careers. They lack curiosity, because nobody has made the right careers feel real, interesting, and within reach.
4.3M
US opportunity youth, disconnected from school and work
12%
US NEET rate, rising (2024)
$31K
Less earned over 14 years vs connected peers
16
Age at which career uncertainty locks in lower lifetime earnings
The proximity trap
A teenager whose parent is a surgeon understands surgery as a viable path. One whose parent drives a bus may never consider biotech. The gap is not talent. It is access. The 2025 OECD report makes this structural inequality explicit: social background is now a stronger predictor of educational ambition than academic performance.
The consequence
The 4.3 million opportunity youth in the US are not an anomaly. They are the predictable outcome of a system in which career exposure is distributed by privilege, not potential. Independent analysis puts the lifetime cost per disconnected young person in the hundreds of thousands of dollars in lost productivity and increased government expenditure.
Why existing tools don't solve it
All existing career guidance tools share a common failure mode: they are passive. They provide information. They do not generate curiosity. The intervention that works, as the British Cohort Study and NEFELE research demonstrate, is interactive, repeated, and gamified. That experience, at scale and for free, does not yet exist. Navito is building it.
Research
Evidence & Research
The case for Navito rests on a substantial body of evidence across three areas: the impact of career exposure on youth outcomes, the effectiveness of gamified delivery, and the market dynamics driving brand reallocation away from social media.
Career exposure and adult outcomes
British Cohort Study – National Child Development Study (17,000 individuals tracked from birth)
A statistically significant 0.8% wage premium per external career talk at age 14–15, rising to 1.6% for encounters rated "very helpful." The effect is measurable at age 26. One of the longest-running longitudinal datasets in social science. Navito delivers repeated, interactive, gamified employer encounters, not a single passive talk.
OECD State of Global Teenage Career Preparation, 2025 – PISA data from 79 countries
Career uncertainty among teenagers is at a historic high globally. Students with uncertain occupational aspirations at 16 earn significantly less a decade later. Social background is now a stronger predictor of educational ambition than academic performance.
Longitudinal research on opportunity youth – US Joint Economic Committee
Young people classified as opportunity youth earn $31,000 less than connected peers over the first 14 years of their working lives. Early career exposure is among the strongest upstream predictors of avoiding disconnection entirely.
OECD employer-linked activity research
Young people who participate in four or more employer-linked activities during adolescence earn 5–7% more than peers with no employer engagement by age 26. In a Madrid study, 66% of young adults with no career exposure felt unprepared for adult life, versus 33% among those with meaningful encounters.
The NEET evidence
PwC Youth Employment Index, 2025 / Bureau of Labor Statistics – July 2025
In the UK, 1 in 8 young people are NEET, the highest level in a decade, at an estimated cost to the economy of up to £26 billion annually. In the US, youth unemployment reached 10.8% in July 2025, its highest non-pandemic level.
Education and Employers research, career exposure and NEET likelihood
Teenagers with four or more meaningful career encounters are 86% less likely to become NEET by age 19. The mechanism is aspiration formation: young people who can picture themselves in a career take the educational steps required to pursue it.
Gamification and learning effectiveness
NEFELE Research Model, digital career games vs. static content
The NEFELE model demonstrates a "very large" effect size (g = 1.095) for digital career games over static career content. An effect size above 0.8 is considered large in social science; 1.095 is exceptional. Gamified career exploration is dramatically more effective at generating aspiration and knowledge change.
Market and regulatory evidence
IAB "Changing the Game" Report – March 2024 / Dentsu Global Ad Spend Report, 2025
US in-game advertising projected to grow from $8.5B in 2024 to $11.5B by 2027. Gaming captures less than 5% of global ad budgets (Dentsu, 2025). 86% of marketers say gaming is brand safe, the gap between intent and spend is entirely attributable to structural barriers Navito eliminates.
360 Research Reports, 2024
Global K-12 educational games market projected to reach $27.9B by 2030. Cost-per-acquisition for reaching youth on social platforms has risen over 200% in three years.
Research gaps, what Navito must generate
The existing research establishes the case convincingly. What it does not yet provide is direct evidence on the Navito model specifically. The pilot phase is therefore both commercial and an evidence-generation exercise. Pilots will produce data on engagement time, aspiration change, and conversion to physical opportunities that underpins the Series A narrative and government partnership discussions.
Product
Pokémon Go meets LinkedIn.
Navito places branded, AI-powered 3D characters inside schools using AR. Students navigate to a character on a geospatial map, tap in, and an AI guide walks them through real careers at that organisation.
1. Brands pay
Verified youth demographics
No ad auctions
GDPR-K compliant
Ethical brand positioning
Deep engagement analytics
2. Schools receive it free
No procurement friction
Scale unlocks instantly
Zero curriculum change required
School-endorsed, safe environment
Zero cost, forever
3. Students explore 10,000+ careers
Gamified AR, AI-guided, parent-approved
Physical opportunity bridge: site visits, job shadows
No social feed, no data exploitation, no ads
Content from O*NET, ESCO, and brand partners
Why this model works
Every competitor in the careers guidance space charges schools. Schools pay. This is the universal model and the universal constraint. Navito inverts it. By making schools and students free recipients, Navito removes the single largest barrier to scale in EdTech, institutional budget friction.
Free access drives school density → density attracts brands → brand revenue funds expansion → expansion increases density. Each stage compounds the next.
The defensible moat
The network is the moat. The first platform to achieve meaningful school density in a market becomes extremely difficult to displace. Schools do not switch platforms. Brand relationships, government partnerships, and school trust take years to build. They cannot be replicated by a late entrant at speed.
Prototype · Live
Prototype Status
A July 2026 snapshot. The prototype has moved from "iOS and Android proof" to a fully playable content world an investor can walk through in a browser.
Live at demo.navito.app
The demo world is deployed and playable in any browser. 16 guides across 13 worlds are wired end to end, including the first Enterprise-tier mascot character with a full 8-chapter branded storyline. Roughly 233 files ship per deploy through a scripted rsync pipeline to ISPConfig on the Hetzner Falkenstein infrastructure. Session length in playtest ranges from 12 to 25 minutes, matching the classroom-period constraint the school channel needs.
16
Guides live in the demo
13
Career worlds playable
2
Full 3D characters (Cargo, Rae)
7
Story beats per character
The evolve mechanic (grey to brand)
The most important design validation from this build. Every character has two visual states: a generic grey form that carries the entire story arc, and a branded form revealed only after the sponsor unlock. The transition is a colour-flood video: identical silhouette, identical pose, the corporate livery washing across the frame in seconds. Kids play the whole story with a generic character and only meet the sponsor at the end. This is the visible proof that the freemium-to-sponsored pricing model works: brands do not intrude on the story, they get revealed by it.
Investor read
The evolve mechanic is what makes the pricing tiers commercially and ethically defensible in the same breath. Free-tier and paid-tier characters share the same story surface. Sponsors upgrade the finish, not the substance.
Illustrative branded characters in the demo
The following brands are used in the current demo for illustration only. No commercial agreements are in place with any of these companies. Each is a public-domain visual reference designed to show what a sponsored character looks like end-to-end, and to give warm brand conversations something concrete to react to.
Character
Sector
Illustrative brand
What is built
Cargo
Logistics · Enterprise tier
DHL
Full end-to-end. 7 generic frames, 8 branded chapters, grey-to-yellow evolve video, 3D model, 2 badges, profiling unlock.
Reyes
Aviation · Enterprise tier
KLM
Branded storyline complete, grey and branded art, 3D model.
Bruno
Skilled Trades · Premium tier
Pimlico Plumbers (London)
Full story deck, grey and branded frames, plumber gear model.
Rae
Conservation · Enterprise tier
WWF
In production. Lynx-to-giant-panda 3D evolve. Wilderness ranger kit.
All four are placeholders. Real commercial conversations remain scoped to the pipeline stated in the Roadmap and Traction chapter. The value of the demo characters is showing the sponsor experience, not implying signed deals.
The story template
Every character now follows the same seven-beat template, codified from the Cargo build:
Beat 01
Hook. A concrete real-world problem opens the story. Cargo starts inside the Leipzig night sort, mid-shift.
Beat 02
Route-decision skill check. A choice with visible consequences. The first place the game measures who the kid is.
Beat 03
Both-doors education beat. Two credible paths into the role, apprenticeship and degree, both dignified.
Beat 04
Climb the Ranks. Career progression made legible. What junior looks like, what senior looks like, what the ceiling is.
Beat 05
Future-proof It. The AI resilience beat. The character explains why the human hires stay hired, even after robots come.
Beat 06
Day in Three Choices. A day compressed into three decisions, letting the kid feel the rhythm of the job.
Beat 07
Salary slider and fork scenario. Honest pay ranges plus a live-consequence fork (Suez blockage for Cargo, water-hammer physics for Bruno). Ends at the hub gateway, ready for the sponsor reveal.
The template is repeatable, cheap to author, and character-agnostic. Each new character reuses the same beat structure with a different narrative and visual identity. This is the design decision that makes 10,000-character scale plausible on a lean team.
Production pipeline economics
Per-character asset production runs on a scripted studio pipeline. Art frames at 1125x2436 for the mobile-first surface. WebP compression brings a storyline from ~60MB down to ~2MB delivered, keeping the demo fast on school Wi-Fi. Tripo 3D auto-rigging is used only where humanoid proportions cooperate; robots and mascot bodies get rigged-bind plus procedural animation instead, learned the hard way on Cargo's leg. Production notes are codified so every new character starts clean: no chapter labels in prompts (they leak onto walls), explicit human scale (or non-humanoids drift to kaiju size), and no lettering except the chest mark (Gemini garbles angled text).
Product
The Career Awareness Framework
The Jobs for the Future work-based learning framework maps the learner journey from Awareness through to Employment. Navito owns the centre. Every outer ring is a category of activity served by existing platforms and community organisations. Navito is the entry ramp and the connective tissue that hands the learner off, ring by ring.
Why this reframes the sponsor pitch. Brands do not buy an awareness campaign. They buy the top of their own talent funnel. Every partner named in the outer rings already runs programmes at that stage. Navito surfaces them at the right moment, based on the learner's profile, and hands off the same learner into their pipeline.
How to read this
Each outer ring is a category of work-based learning served by existing platforms and community organisations. Some free, some paid, some for verified schools, some for consumers. Navito is not competing with any of them. Navito profiles the learner from age 11, and when a fit emerges, surfaces the right partner at the right moment.
The pipeline story
A 12-year-old meets Cargo, the DHL fox, on Navito. At 14, we surface a DHL depot job shadow through the Exploration ring. At 16, a DHL logistics summer school through Preparation. At 18, a paid DHL internship through Experience. At 19, the DHL Global Trainee apprenticeship on Employment. One profile, one brand, seven compounding years. That is what the sponsor is actually buying.
Product
Product Detail
A walkthrough of the current prototype, the planned full product, and the key design decisions behind both.
Current prototype – April 2026
A functional clickable prototype is live on iOS and Android. The app onboards a new user, displays a geospatial map populated with 3D characters, responds to the user's physical movement (in-app character walks as user walks), allows characters to be tapped to unlock career narrative content, and includes mini-game interactions. Core AR navigation, character rendering, and geospatial delivery are technically validated.
The full student experience
A student opens Navito, creates a profile, and sees a map of their school and surroundings with characters pinned at locations. As the student physically moves, their avatar moves. When they reach a character, they tap to unlock. The character introduces itself, a DHL logistics engineer, an HP data scientist, a green hydrogen chemist, tells a short narrative, and the student plays mini-games tied to that career. Success unlocks additional content and the physical opportunity bridge: site visits, job shadow requests, direct connections.
Content production
Career character content draws on O*NET (US occupational database) and ESCO (European equivalent), supplemented by brand-supplied materials. Production uses a combination of 3D artists, AI generation pipelines, and brand asset integration including mascots where appropriate. The platform gets better as it scales.
The safety architecture
The decision to deploy inside schools rather than via consumer app stores was a safety decision, not a commercial one. GDPR-K and COPPA compliant by design. No social feed, no peer comparison, no behavioural targeting, no data exploitation. The product is designed for use during designated school sessions, career days, form periods, advisory time, not as an always-on background app.
Parent and guardian feedback loop
A mechanism by which parents and guardians receive insight into their child's career exploration, a dashboard or reporting system, is a meaningful part of the long-term product vision. The exact workflow is to be designed carefully, with privacy and simplicity as the primary constraints. This is an MVP-phase feature, not POC.
The phone-in-schools risk
Deployment of a mobile game inside schools operates in the context of active debate about phone use in educational settings. Navito's mitigation: supervised, session-based deployment under school control. The pilots will generate evidence to distinguish Navito clearly from social and distraction use cases.
Product
Pricing Model
Revenue comes entirely from brand partners on annual retainers. Schools and students pay nothing, always. The freemium structure drives school density; the paid tiers drive revenue.
Free
Pro
Premium
Enterprise
Price
$0/month
$99/month
$999/month
Custom
Agreement
Monthly
Annual
Annual
Annual
Characters
1
1
1
Multiple
Geolocations
10
100
1,000
1,000+
Career Content
Generic, public
Generic, public
Organisation-specific
Custom insights
Branding
Logo & colours
Logo & colours
Full brand experience
Full brand experience
Analytics
None
Basic usage
Full engagement analytics
Advanced + API
Support
Self-serve
Email
Priority
Dedicated manager
Onboarding
Self-serve
Self-serve
Guided setup
White-glove
Why freemium
The free tier is a deliberate strategic instrument. A brand deploying a free character in 10 school locations generates proof of concept and contributes to platform density. When those engagements generate measurable data, the upgrade path to Pro or Premium becomes commercially rational. Annual retainer agreements create predictable, recurring revenue that compounds quarterly.
Market
$11.5B reallocating, and we're built to receive it.
Brands are being pushed out of social as legislation tightens. K-12 EdTech gamification is compounding toward a multi-billion-dollar category. Navito sits exactly where the two markets intersect.
$27.9B
Global educational games market by 2030 (360 Research Reports)
$11.5B
US in-game ad spend forecast by 2027 (IAB)
30+
Countries restricting youth social media while K-12 EdTech grows unchallenged
86%
Of marketers say gaming is brand-safe, the post-social channel is ready
Global K-12 educational games market growth
Priority brand sectors
Data centres, green hydrogen, advanced logistics, financial services, healthcare, and government/military recruitment all share a structural challenge: they are invisible to young people, yet will need massive new workforces within a decade. Navito offers the earliest possible point of influence, before any competitor exists in the space.
The government data opportunity
At scale, Navito accumulates real-time data on what careers young people are exploring and how patterns vary by geography and demography. This creates a meaningful government partnership model, sharing workforce pipeline data and enabling governments to strategically surface career pathways where they need to build early pipeline.
Market
The Competitive Moat.
No free, brand-funded career exploration and navigation platform exists at scale for kids and parents. Current tools are fragmented, paid, or closed. Navito delivers nationwide at zero cost to families and schools.
Platform
Model
Strength
Critical Weakness
YouScience · Pathful · Unifrog · Xello
School pays
K-12 integration
Requires budget schools don't have
Roblox · Open gaming platforms
Ad-supported
Scale
Unverified demographics · regulatory risk
TikTok · Instagram · Social
Ad-supported
Reach
Being legislated off the channel
Navito
Brand pays · school free
Verified · closed · compliant
No structural weakness
The regulatory opportunity
Social media is being legislated off the youth channel in 30+ countries. This is a short, one-time window to become the default youth channel before anyone else moves.
No competition at scale
No free, brand-funded career exploration platform exists at scale. Current tools are fragmented, paid, or closed. Navito delivers nationwide at zero cost to families and schools.
Exploration, then experience
Built to the strictest youth-privacy frameworks from day one. Exploration first, physical experiences second: job-shadowing, apprenticeships, and school-verified placements, delivered by brands the student already trusts.
Execution
The Team
Navito is built on a founding philosophy: exceptional people with real ownership at the earliest stage execute with a different level of commitment. Equity goes to builders.
Founder & Chief Evangelist
Mike
Serial founder, three companies. Background spans EdTech, AI, and enterprise technology. Strength in business development, network-led sales, and closing the early enterprise clients that catalyse a platform's commercial momentum. US citizen with active networks across the US, European, and South African markets. Driving active conversations with DHL, HP, FIFA, and Accenture. Full-time post-transition. Personal motivation: his son will be thirteen in 2032, the target Navito user.
Strategic Partner
Roo Stevens
Capital, commercial network, and pattern recognition from multiple cycles of building and backing businesses. Preference for meaningful capital upfront over incremental raises. Network spans the UK sports and business establishment. His instinct, build quietly, build well, then launch with impact, is the right one.
CEO / Co-Founder – To Be Hired
Sought: Tried and tested operator
Navito needs a co-founder with the operational and strategic skills to set the company up for scale, someone who has taken a technology company from prototype through to profitable business. A co-founder, not an employee. Comes in with ownership and conviction.
CTO – To Be Hired
Sought: Gaming veteran
The most urgent technical hire. Responsible for the full product build: 3D character engine, geospatial mapping and AR delivery layer, AI-powered career guidance system, and brand portal. Compensated with below-market salary plus meaningful equity from the option pool.
Execution
The path to $28M+ ARR.
Stealth build in 2026. Pilot across 150,000+ students. Full launch in 2028. By 2030, 10,000+ characters deployed and cash-flow positive. Acquisition-ready by 2032.
Where we are – April 2026
Functional clickable prototype live on iOS and Android. Core AR navigation, character rendering, and geospatial delivery technically validated. Active commercial conversations with DHL, HP, FIFA, and Accenture. The foundation for first sales exists.
The stealth strategy
Build quietly, build well, then launch with impact. Pilots during the build phase serve an internal purpose: they test assumptions, improve the product, and generate evidence. They are not public proof points. The retainer model means that once revenue starts, it is predictable and compounding.
Phase
Timeline
Schools
Students
Partners
ARR
Stealth Build
Now – Nov 2026
Pilot only
Demo ready
Conversations active
Pre-revenue
Pilot Launch
Nov 2026 – Nov 2027
500+
150,000+
100 paid
$100K
Full Launch
2028
2,000+
600,000+
500+
$500K
Growth
2029
10,000+
3,000,000+
5,000+
$5M+
Scale
2030
Global
10M+
10,000+
Cash-flow positive
Exit-Ready
2032
–
–
–
$28M+ ARR
Execution
Risks & Mitigations
An honest internal assessment of the risks that could slow or derail Navito, and what is being done about each.
Product & Technology
HighPhone use in schools. Deployment of a mobile game inside schools conflicts with phone-restriction policies being adopted globally. Mitigation: Structured session-based deployment under school supervision. Pilots generate evidence to distinguish Navito from social/distraction use cases. This is the most important risk to address early.
MediumCTO hire quality and timeline. The full technical build depends on finding the right gaming veteran. Mitigation: Equity-led compensation, Roo's network, and Mike's track record in closing exceptional early hires.
Commercial
MediumBrand pipeline conversion. Current conversations (DHL, HP, FIFA, Accenture) are unsigned. First revenue is not guaranteed before the pilot launch. Mitigation: Retainer model means once a brand commits, revenue is predictable. Focus on closing one anchor brand early as proof point for others.
LowerSchool adoption friction. Even with a free product, schools require trust-building, safeguarding reviews, and administrative approval. Mitigation: Target early adopter schools with progressive leadership; use pilot schools as reference cases for broader rollout.
Strategic
MediumRegulatory environment for youth data. GDPR-K and COPPA are tightening. Any perception that Navito handles student data inappropriately would be fatal. Mitigation: GDPR-K/COPPA compliance built in from day one; $70K legal allocation for proper audit; no behavioural targeting architecture whatsoever.
LowerWell-funded competitor enters the space. The regulatory void could attract a large tech company or agency holding group. Mitigation: First-mover advantage is the product; school density is the moat; brand relationships are not replicable by a late entrant at speed.
LowerInvestor confidence during stealth phase. Building quietly with no public traction requires investors to trust the process. Mitigation: Clear milestone structure; transparent financial reporting; quality of brand pipeline as ongoing proof of commercial viability.
Investment
$1M survives. $2M compounds.
Subscription revenue from brand partners on annual retainers. Cash flow positive H2 2029. Cumulative profitability H1 2030. Two scenarios modelled.
raise – Commercial + Product in parallel. Navito sets the pace, not the cash runway.
✓Full team: CTO and Sales Director hired early.
✓Pilot, product, and brand partners run concurrently.
✓Series A from proven traction, optional not forced.
✓Velocity compounds every quarter through 2032.
H1 2032 Net Cash$25M+
Detailed projections (with $2M investment)
Period
Revenue
Expenses
Net
Cumulative
H1 2026
$54K
-$105K
-$51K
-$51K
H2 2026
$129K
-$141K
-$12K
-$63K
H1 2027
$203K
-$695K
-$492K
-$555K
H2 2027
$368K
-$749K
-$381K
-$936K
H1 2028
$532K
-$1.28M
-$748K
-$1.68M
H2 2028
$1.01M
-$1.30M
-$289K
-$1.97M
H1 2029
$1.50M
-$2.29M
-$793K
-$2.76M
H2 2029
$3.74M
-$2.34M
+$1.4M
-$1.36M
H1 2030 ✓
$5.98M
-$3.32M
+$2.66M
+$1.3M
H1 2032
$31.08M
-$5.27M
+$25.8M
+$58.5M
Investment
Investment Structure
USD 2,000,000 pre-seed. One or two anchor investors. Structured for a clean Series A in 2027. Terms available upon request and discussed directly with prospective investors.
$2M
Pre-seed raise. Terms available upon request.
36mo
Runway to Series A from strength, not pressure.
$3M
Series A target, 2027. Based on pilot proof points.
2030
Profitability target (H1).
The HoldCo structure
For anchor investors taking a large early position, the stake is held via a Special Purpose Vehicle or holding entity rather than directly in the Navito operating company. The operating cap table remains clean for future institutional investors. Decision-making moves faster at the operating level. The anchor investor retains full economic exposure and financial rights. The investor gets the economics. The company gets the agility.
Dilution mechanics
At Series A and beyond, anchor investors dilute at an accelerated rate relative to the founding team. This is the agreed trade-off for the largest equity position at the most undervalued stage. Incentives are fully aligned, both parties benefit from the highest possible exit valuation.
Use of proceeds
Priority
Allocation
What It Unlocks
Founder transition
~$60K
Mike full-time from day one. Existing obligations handed over.
3D engine, geospatial map, AR layer, AI. POC to MVP by Nov 2026.
100 career characters
~$120K
The inventory brand partners buy access to.
Commercial launch
~$200K
First paid brand partners. 500 schools as pilot audience.
Legal & compliance
~$70K
HoldCo/SPV, GDPR-K/COPPA audit, IP protection.
Working capital
~$1.2M
36-month runway. Series A from strength.
Investment
Built for Acquisition.
Verified youth demographic data. School distribution at scale. GDPR-K compliance. ARR compounding past $28M. Four acquirer categories have a strategic reason to buy. Target exit window: 2032.
Ad Holding Groups
Compliant youth engagement, packaged.
WPPPublicisDentsu
Adds a post-social, regulatory-safe channel to the brand-services portfolio.
HR & Talent Platforms
Top-of-funnel talent pipeline.
LinkedInIndeed
Captures teens years before the resume, the demographic LinkedIn can't legally reach today.
Gaming Platforms
Regulatory-safe youth advertising.
RobloxEpic Games
A compliance-native alternative to open-world youth advertising that's under pressure.
EdTech Consolidators
The under-18 category, before competitors.
CheggCourseraKahoot
A category-defining K-12 acquisition that few incumbents can build organically.
The anchor investor in this round gets the largest equity position at the earliest, most undervalued stage, ahead of an irreversible regulatory shift.
Vision
The Bigger Picture
If everything goes right, the world looks different in 2032 in three specific ways, for young people, for companies, and for governments.
For young people
A generation will have had access to career encounters they would never have had otherwise. Not because their school could afford it, or because their parents had the right connections, but because a free game on their phone put a DHL engineer, a green hydrogen chemist, and a data scientist into their world at thirteen. Some will end up working in those industries. Some will work for those exact companies. Many will simply know that their options were wider than they thought, and that knowledge, accumulated early, changes the decisions they make for decades.
The founder's son will be thirteen in 2032. When he opens Navito that year, the hope is that he feels something specific: confidence. Not certainty, teenagers should not be certain. But the grounded confidence that comes from having genuinely explored. From knowing his options are larger than he could currently imagine.
For companies
The brands that established a Navito presence in 2027 will, by 2035, have a workforce that grew up playing their experience. The pipeline between a fourteen-year-old's curiosity and an adult's career choice will have been shortened, personalised, and made visible in ways that no previous generation of marketers could access.
For governments
Navito will have accumulated something no government currently has: real-time data on what young people think about the future of work, what industries are capturing their curiosity, and where the gaps are between aspiration and workforce need. In partnership with governments, Navito will surface specific career pathways, teachers, healthcare workers, engineers, green energy specialists, where policy requires early pipeline building.
"Kids will have had opportunities they would never have dreamt of having. Companies will have a workforce that played their experience 10 years before they end up either working in that industry or working for that company."
This is not a modest ambition. It is the honest answer to what Navito is trying to achieve. A level playing field. For every child.
Gameplay
Game Overview
Navito is a narrative-based, geospatial career discovery game. Students physically move through their school and surroundings, encountering 3D career characters on a live map. Every interaction is a story, told through AI-guided characters, mini-games, and evolving brand experiences.
Navito splash screen, the app loads into a cinematic intro
The Navito protagonist, the student's in-game avatar hero
Narrative-based learning through storytelling
Navito is not a quiz. It is not a database. It is a game in which careers are delivered as stories, told by characters that students encounter in the real world. The learning is embedded in the narrative. A student does not read about cybersecurity; they meet Foxwall, a cybersecurity analyst, learn his story, play his mini-games, and by the end understand what the career feels like from the inside.
This narrative structure mirrors how great games teach, through immersion, not instruction. The student is not a passive recipient of information. They are an active participant in an unfolding story. Each character they meet, each mini-game they complete, each evolution they unlock adds a chapter to their personal career discovery journey.
The Navito character, the in-game guide
Every student's journey is guided by the Navito character, their in-app tour guide, instruction assistant, and companion throughout the experience. The Navito character introduces new mechanics, celebrates achievements, and gently nudges students toward new career encounters. Think of it as a trusted, always-available guide who knows the student's interests and helps them navigate an ever-expanding world.
The live geospatial map, students navigate a 3D rendered environment to reach career characters
Core game elements
Exploration layer
Live geospatial map (Mapbox-powered)
3D characters pinned at real-world locations
Student avatar moves as the student moves
Characters visible at proximity range
Compass + navigation UI
Progression layer
XP earned through every interaction
Badges collected per career completed
Character evolutions unlock branded content
Collection mechanics drive return visits
AI suggests next characters based on profile
Gameplay
Gameplay Mechanics
A full walkthrough of the student experience, from first open to branded character evolution, social sharing, and the physical opportunity bridge.
Step 1 – Onboarding: building the student profile
When a student opens Navito for the first time, they are guided through a character-led onboarding flow. They build their own avatar, choosing what their in-game character looks like. They then answer a series of questions, delivered as a conversation, not a form, that build their initial profile. This profile feeds the AI recommendation engine and personalises their career discovery journey from day one.
Category
Questions / Data Points
Identity
Nickname only (no real name). Avatar creation: appearance, style.
What do you know about jobs that will exist in 10 years?
Step 2 – The map: discovering characters
After onboarding, the student arrives at the live geospatial map. Career characters, both generic and branded, are pinned at nearby locations. The student physically walks toward a character to unlock it. The AI uses their profile to surface character suggestions most likely to resonate with their interests.
Step 3 – Generic character: learning the career
Tapping a character opens their story. A generic character, say, a Project Manager, delivers career knowledge through a narrative interaction and mini-games. The content is structured in chapters, giving the student clear "continue or leave" gateways throughout. Continuing signals curiosity; every gateway crossed earns XP and counts as a data signal for the AI model.
Content Module
What the student learns
Skills required
What you need to be good at this job
Education required
What to study and at what level
Job demand
How many people are needed globally
AI impact
How AI is changing this role
Earnings
What a person in this role earns at different career stages
Industries
Which sectors employ people in this role
"Hello, my name is Foxwall and I'm a Cybersecurity Analyst.", character introduction screen
Skills profile display, traits common to cybersecurity professionals
Step 4 – Mini-games: demonstrating curiosity through play
Embedded within each character interaction are industry-specific mini-games. These are not assessments, they are engagement mechanics that make the learning stick and simultaneously signal the student's level of interest and aptitude to the AI model. Examples include:
Mini-game types
Crack the Code (cybersecurity logic puzzle)
Guess the Salary (career earnings awareness)
What Must You Study (education pathway quiz)
Problem solving games (industry-specific challenges)
Social interaction games (teamwork simulations)
What mini-games signal
Time spent on each game = interest depth
Completion rate = persistence and curiosity
Score = emerging aptitude signal
Replay = strong interest indicator
Skip = low resonance signal for AI model
Crack the Code, a cybersecurity logic mini-game. Identity theft counter runs in real time.
Guess the Salary, anchors real-world earnings expectations for the student
Step 5 – Character evolution: unlocking the brand
After completing the generic career interaction, the student earns a collection badge. They are then invited to "evolve" the character, a cinematic transition that unlocks the branded version of that career. The evolution mechanic is deliberately dramatic: it rewards curiosity and marks the transition from general career knowledge to brand-specific experience.
"Foxwall is Evolving...", the cinematic transition to the branded character experience
Foxwall evolved, now a fully branded Cloudflare character in a premium experience
Step 6 – Branded character: the employer lens
The branded character delivers a deeper, employer-specific narrative. The student learns about the career through the lens of a real organisation. This content is chapterised, the student can continue through each chapter or leave. Each continuation is a signal of genuine interest. Content modules include:
Branded Content Module
What the student learns
Life at the company
What it's actually like to work there day-to-day
Tools and processes
What software and methods they use
Company culture
Values, environment, team dynamics
What they look for
Traits and skills the company values in this role
Value of the role
Why this role matters to the organisation
Hiring requirements
What the company needs to bring someone on board
The hard parts
What's genuinely difficult about this job
Cloudflare branded character, fox in branded white suit with company logo details
Premium: custom branded characters
Premium and Enterprise tiers unlock fully custom characters, designed around the brand's own mascot, colour palette, and visual identity. The character is the brand's own creation, deployed in a school-verified environment. This is the deepest form of brand presence on the platform.
Step 7 – Recommendations and social sharing
After completing a branded character interaction, the character recommends similar careers that may match the student's profile. The student can continue exploring or return to the map. They can also share the character with fellow students they follow, a peer-to-peer discovery mechanic that spreads career exposure through social trust rather than algorithmic push.
Social following mechanics
Students follow each other by sharing nickname + approval
No chat, no forum, no messaging
Sharing is limited to career character suggestions
e.g. "I found Foxwall, I think you'd like this one"
Peer discovery amplifies career exposure organically
Premium: geolocated brand experiences
Premium brands can place characters at their own Points of Interest
Only at locations deemed safe for youth engagement
Creates physical brand encounter at the employer's site
Bridges digital discovery to real-world connection
Exclusively available on Premium and Enterprise tiers
Teacher and parent portal
A desktop dashboard is planned for teachers and parents/guardians, providing supervised oversight of student activity without compromising student privacy or autonomy. The workflow is to be designed and tested, but planned features include:
Teacher dashboard
Time on app per student (session monitoring)
Daily activity tracking
Career interest progress by student / cohort
Anonymised class-level career curiosity trends
Parent / guardian portal
Child's career exploration summary
Careers and industries they've engaged with
AI-generated conversation starters for parents
No personally identifiable data shared externally
The profiling engine
Every completed character story writes structured signals to the learner's private profile. Not personality-quiz outputs, but observable evidence: the industries a learner engages with, the roles they finish, the skill checks they pass, the forks they choose, and (as it becomes commercially unlocked) the sponsoring organisations whose stories they complete. Cargo is the first organisation unlock, DHL, currently wired in the demo as an illustrative example. When the learner completes a character's full arc, that character's sponsoring organisation is added to the profile as a recognised affinity.
The engine is built to be additive over time. Early signals surface as simple career recommendations. As the learner's engagement graph deepens across characters and worlds, the engine can express softer inferences: aptitude tilts (people-facing versus systems-facing), pace preferences, tolerance for ambiguity. These are always shown to the learner and parent first, never to sponsors. Sponsors see aggregate engagement, never individual profiles. This is a deliberate design constraint, not a future privacy feature.
Why this matters
The profiling engine is what turns Navito from a collection of stories into a data engine for the learner. It is also the foundation for the government-workforce-planning and higher-education-recruitment revenue lines that show up in the long-run vision. Anonymised aggregate signals at national scale are a public good. That is a decade-out play, not this round.
Industry taxonomy
Every character sits inside an industry, and every industry sits inside a broader category. The taxonomy is the spine that lets the game recommend related characters, that lets sponsors buy meaningful geographic and sector exclusivity, and that lets the profiling engine surface patterns across characters. As of the July 2026 build:
Category
Industries
Example characters
STEM & Tech
Software, data, biotech, engineering, aerospace
The Data Scientist, The Engineer, The Green Chemist
Logistics & Movement
Air, sea, road, warehousing, supply chain
Cargo (Warehouse), Reyes (Aviation)
Skilled Trades
Construction, plumbing, electrical, marine trades
Mason, Bruno (Plumbing)
Conservation & Environment
Wildlife, forestry, climate, marine biology
Rae (Wilderness Ranger), Koji
Creative & Media
Design, publishing, film, gaming, journalism
Fawn, Sunny
Care & Services
Health, education, social work, hospitality
Ripple, Maya
Professional Services
Consulting, law, accounting, finance
The Management Consultant (roadmap)
Skilled Trades was added in the July 2026 build. It sits alongside the traditional STEM and creative buckets and opens the entire Pro-tier ICP (local plumbers, dentists, shipyards, harbours, electricians) with a live category home rather than an abstract label. Bruno with Pimlico Plumbers is the first character to prove out the category.
The taxonomy is intentionally opinionated. It is not O*NET flat. It groups careers by how they feel to a 13-year-old, not how the US Department of Labor codes them. O*NET and ESCO remain the source of truth for the underlying occupational data (salary bands, education paths, growth rates). The taxonomy is the layer on top that makes the data navigable at the age we serve.
Gameplay
The AI Model
Behind every character interaction, every mini-game, and every career suggestion is a continuously learning AI model. It learns more about each student with every action they take, and becomes a better career guide with every data point it receives.
What the AI model does
The AI model is not a chatbot. It is a behavioural learning engine that builds a rich, evolving profile of each student's curiosity, interests, aptitude signals, and engagement patterns, and uses that profile to personalise the career discovery experience at every touchpoint. The more a student interacts, the more accurate and useful the recommendations become.
Evolution unlocks: which branded characters were triggered
Social sharing: which characters they recommended to peers
Time patterns: when and how long they engage
Output actions (what it does)
Surfaces career characters most likely to resonate
Adjusts difficulty and tone of content to engagement level
Generates conversation starter suggestions for parents
Builds interest and curiosity reports for teachers
Evolves character suggestions as profile deepens
Flags high-interest careers for physical opportunity bridging
The behavioural science foundation
The AI model is not purely technical, it requires behavioural scientists at its design stage to ensure the signals it collects are meaningful, the recommendations it generates are genuinely useful, and the experience it creates does not inadvertently reinforce bias or narrow a student's world rather than expand it.
Frontiers in Education, 2026 – AI in Career Counselling: Systematic Review
A 2026 systematic review of AI-powered career guidance systems (spanning 2015–2025) found that the most effective implementations combined machine learning for pattern recognition with human-designed behavioural frameworks for interpretation. The review noted that AI excels at processing engagement data and identifying patterns, but requires human expertise for the "empathy and complex emotional dynamics" that shape meaningful career discovery. Navito's model is designed on this complementarity principle.
AI-Driven Career Guidance System, 2025, vocational student outcomes
A 2025 study of an AI career guidance system across 320 vocational students found 87% predictive accuracy in career matching and a 26.7% reduction in career path anxiety over 12 weeks. The system used reinforcement learning, confirmed recommendations triggered positive feedback, ignored or rejected suggestions triggered model recalibration. Navito's model follows the same adaptive loop architecture.
The recommended architecture
Based on current best practice in AI-powered career guidance systems, the Navito AI model should be built on three interlocking layers:
Layer
Function
Techniques
Profiling engine
Builds and continuously updates the student's interest and aptitude profile
NLP sentiment analysis, collaborative filtering, Big Five personality mapping, behavioural data analysis
Recommendation engine
Surfaces career characters and content most likely to generate curiosity
Hybrid collaborative + content-based filtering, reinforcement learning loop, labour market data integration (O*NET, ESCO)
Adaptive content engine
Adjusts depth, tone, and difficulty of career content to each student
Adaptive learning algorithms, engagement signal weighting, behavioural pattern recognition
Why behavioural scientists are essential
The Navito AI model requires behavioural scientists as a design requirement, not an optional extra. Three specific risks must be designed against from the start:
Risk 1 – Confirmation narrowing
An AI that only recommends careers similar to ones a student has already engaged with will narrow their world, not expand it. The model must be designed to introduce deliberate serendipity, surfacing unexpected careers that challenge assumptions and activate new curiosity. Behavioural scientists understand how to balance relevance with discovery.
Risk 2 – Socioeconomic bias reinforcement
If the model learns from historical career outcomes, it risks recommending careers that reflect existing inequality, steering students from lower-income backgrounds away from high-status careers. The model must be designed with explicit equity corrections. This is a behavioural science problem as much as a technical one.
Risk 3 – Over-reliance and reduced human agency
The 2026 Frontiers review is clear: AI should not be a substitute for human career guidance, but a complement to it. The Navito AI model must be designed to activate human conversations, with parents, teachers, and eventually employers, not to replace them. The parent conversation starters feature is a direct expression of this design principle: the AI generates insights that a human can act on.
The data Navito will generate at scale
As the platform scales, the AI model accumulates something unprecedented: longitudinal data on career curiosity at the demographic level. What industries are capturing the attention of 14-year-olds in specific regions. How that curiosity correlates with socioeconomic background. How it changes over time as economic and technological forces shift. This data has significant implications for workforce planning, educational policy, and government strategy, and is the foundation of Navito's long-term government data partnership model.
Gameplay
Powering Technology
Navito is built on a carefully chosen technology stack, each component selected for performance, scalability, ethical compliance, and the ability to deliver a genuinely immersive experience on a consumer mobile device with no additional hardware.
Technology
Role in Navito
Why This Choice
Mapbox
Geospatial map engine, the live 3D world students navigate
Best-in-class customisable mapping. Supports 3D terrain, custom character placement, offline capability, and privacy-first configuration. Used by Snapchat, Facebook, Strava at scale.
Google ARCore
Augmented reality layer, character rendering in real-world environments
Cross-platform AR foundation for Android. Enables character placement in physical space with accurate depth and lighting. No additional hardware required.
Apple ARKit
AR layer for iOS, mirrors ARCore capability on Apple devices
Native iOS AR performance. Ensures parity of experience across both major mobile platforms from day one.
Unity
3D game engine, character rendering, animation, mini-game delivery
Industry standard for mobile 3D gaming. Cross-platform (iOS and Android from single codebase). Extensive asset pipeline for 3D character production. Used by Pokémon GO.
AI / LLM layer
Narrative generation, profile analysis, character personalisation, parent recommendations
LLM-powered narrative engine enables dynamic, personalised career storytelling. Recommendation engine built on ML profiling. To be finalised at CTO hire stage.
O*NET / ESCO
Career content data, the foundational knowledge base for all career characters
O*NET (US Department of Labor) and ESCO (European Commission) are the authoritative, free, regularly updated sources of occupational data. Provides verified skills, education, salary, and labour market data for 10,000+ professions.
Backend / Cloud
User profiles, engagement data, brand portal, analytics
Cloud-native architecture (AWS or GCP). GDPR-K and COPPA compliant data architecture. No personally identifiable data stored beyond anonymised profile. To be finalised at CTO hire stage.
Architecture principles
Mobile-first, no hardware
Navito requires nothing beyond a standard smartphone. No VR headsets, no specialist equipment, no school investment in hardware. This is a deliberate architectural decision, the moment hardware is required, the equity proposition collapses. Any student with a phone can play.
Privacy by design
GDPR-K and COPPA compliance is built into the architecture, not bolted on. Geolocation data is processed locally where possible. No personal information leaves the device unless explicitly necessary. No behavioural data is sold or shared with brand partners. Brands see aggregate engagement analytics, not individual profiles.
Cross-platform parity
Unity's cross-platform build pipeline enables a single codebase to deploy to both iOS and Android simultaneously. This is critical for school deployment, device diversity in schools is high. The prototype is already live on both platforms.
Scalable character pipeline
The 3D character production pipeline combines human 3D artists (for flagship characters), AI-assisted generation (for volume production), and brand asset integration (mascots, logos, colour schemes). This enables rapid content scaling as the brand partner network grows.
Gameplay
Development Stages
Navito is built in deliberate phases, each stage unlocking the next level of product capability, user depth, and commercial value. The roadmap is sequenced to validate assumptions before investing in scale.
Stage 1 – MVP (Now → November 2026)
Currently: Proof of Concept live
Working clickable prototype on iOS and Android. Core mechanics validated: geospatial map, character navigation, mini-games, character introduction. Not yet production-ready.
The MVP phase funds the gap between the current POC and a product that can be deployed in pilot schools and presented to the first paying brand partners. Key deliverables:
Deliverable
Detail
CTO hired
Gaming veteran. Full technical leadership in place.
3D engine complete
Character rendering, animation, Mapbox integration, AR layer
100 career characters
Generic characters covering priority career categories
Onboarding flow
Character-led profile building, avatar creation
Mini-game suite (v1)
3-5 mini-game types across priority career categories
Brand portal (v1)
Self-serve character creation, geolocation selection, analytics
First 10 brand partners
Signed and deployed before pilot launch
Pilot school deployment
500+ schools, November 2026
Stage 2 – Full product (2027–2028)
Series A funding (targeted at $3M, 2027) unlocks the full product build, the complete experience as envisioned, with AI personalisation, social features, parent/teacher portals, and global content.
Feature
Detail
AI recommendation engine
Full behavioural learning model. Personalised career suggestions at scale.
Social following
Nickname-based peer connections. Career sharing mechanics.
Parent / teacher portals
Desktop dashboards. AI conversation starters for parents.
1,000 career characters
Generic and branded. Priority industries covered globally.
Evolution mechanic
Full branded character evolution with cinematic transitions.
Premium POI deployment
Branded characters at employer Points of Interest.
XP and badge system
Full progression layer. Collection mechanics. Leaderboards.
Stage 3 – Translations and global expansion (2028–2029)
As Navito enters non-English-speaking markets, Europe, Latin America, Asia-Pacific, the content pipeline requires localisation. Career data (O*NET, ESCO) already has multilingual foundations. The character narrative content, mini-games, and UI require professional translation and cultural adaptation. Target markets for initial translation: Spanish, French, German, Portuguese, Mandarin (Simplified).
Stage 4 – AI engagements and avatar evolution (2029+)
As the AI model matures, it unlocks more sophisticated engagement capabilities. Characters evolve from scripted narratives to genuinely adaptive, AI-powered conversations, responding dynamically to the student's questions, interests, and prior engagement history. Characters effectively become real-time AI career mentors, with personas trained on brand-specific data and constrained to age-appropriate, career-focused interactions.
AI avatar capabilities (future)
Dynamic, conversational career guidance
Persona trained on brand-specific data
Responds to student questions in real time
Memory of prior interactions with that student
Age-appropriate guardrails built in by design
Advanced personalisation (future)
Character appearance adapts to student profile
Narrative tone matches student's communication style
Career pathway depth adjusts to academic level
Multi-session story arcs across weeks/months
AI career mentor relationship builds over time
Stage 5 – Physical activities (2029–2032)
The physical opportunity bridge is Navito's most powerful long-term feature, and the one that most directly distinguishes it from every other career guidance platform. Where others provide information, Navito provides access. The digital discovery leads to a real-world connection.
Physical Activity Type
Description
Who Enables It
Bootcamp invites
Brand partner invites high-interest students to a half-day or full-day immersion experience at their facility
Brand partner (Premium/Enterprise)
Job shadow opportunities
Student spends a day shadowing a professional in their expressed interest area
Brand partner + school coordination
Employer engagement events
Brand hosts structured engagement sessions for school groups at their premises or on campus
Brand partner + school
Additional learning
Brand partner offers curated learning resources, certifications, or taster courses linked from their character
Brand partner (all paid tiers)
Government partnerships
National and local government directs career pathway promotion for priority sectors (teachers, green energy, healthcare) through the platform
Government partnership model
The physical opportunity bridge is what transforms Navito from a career awareness tool into a career access platform. The gap between knowing a career exists and having a real pathway into it is where most career guidance tools stop. Navito is designed to cross that gap.
Gameplay
Safety & Exclusions
Navito's safety architecture is not a compliance exercise. It is a design philosophy. The closed, school-verified, privacy-first environment is the product's core value proposition, for brands, for schools, and for parents. What Navito excludes is as important as what it includes.
What will never be in the game
Exclusion
Rationale
Zero in-app purchases
Students pay nothing. Ever. The commercial model is entirely brand-funded. No premium content is gated behind student payment.
No promotion of brand products or services
Brands promote careers, not products. A DHL character teaches logistics as a career, not DHL's shipping services. The platform sells career discovery, not advertising.
No student-to-student chat or messaging
Social interaction is limited to character sharing (nickname-based, one-directional). No forum, no direct messaging, no comment threads. This eliminates the primary vector for bullying, grooming, and harmful peer dynamics.
No personal data that impedes GDPR-K / COPPA
Students are identified by nickname only. No real names, no photos, no location data stored beyond anonymised region-level. All data architecture is privacy-first.
No harmful industry categories
Alcohol, tobacco, adult content, gambling, and any sector deemed inappropriate for teenagers is excluded from the brand partner programme by policy, not just guideline.
No open social feed
There is no public-facing content stream. Students see only what they choose to explore. The experience is private, personal, and self-directed.
The brand safety guarantee
Navito's closed environment is its brand safety guarantee. Brands cannot be placed next to inappropriate content because there is no user-generated content. There is no algorithmic feed, no comment section, no public posts. The environment is entirely controlled and school-verified. This is the structural advantage that gaming platforms like Roblox and Fortnite cannot offer, and the reason brands that have abandoned social media can commit to Navito with confidence.
GDPR-K and COPPA compliance
Navito is designed for 13-17 year olds, a demographic with the most stringent data protection requirements in both the EU and the US. The $70,000 legal allocation in the use of proceeds funds the formal audit and architectural review required to certify compliance before the pilot launch. Key design decisions include:
Data minimisation
Nickname only, no real name ever collected
Region-level location only, no precise GPS stored
No photos, biometrics, or sensitive personal data
Engagement data anonymised before any analysis
Data deletion on student request, immediate and complete
Consent and oversight
School institutional consent as the primary gateway
Parental consent mechanism for under-16s where required
No third-party data sharing with brand partners
Brands see aggregate analytics only, never individual profiles
Full data audit trail maintained for regulatory review
The phone-in-schools policy
Navito is designed as a supervised, session-based tool, not an always-on background app. It is positioned alongside career days, form periods, and advisory sessions, not free time. The pilots are designed to generate the evidence needed to clearly distinguish Navito from the distraction use case that phone-restriction policies are targeting. This distinction needs to be evidenced, not just claimed, and it is one of the primary objectives of the pilot phase.
"The brands deploying on Navito are not advertisers. They are employers. The difference matters, for regulatory compliance, for parental trust, and for the integrity of the student experience."