About us

Our story

Founded in 2024 by Australian plain language practitioners and advocates Christopher Balmford and Cinzia Theobald, In-Game Learning was inspired by a simple but ambitious question: “How do you help everyone who writes at work to learn to write clearly and to realize they should?"
The answer came back: “Make it fun.”

Christopher, Cinzia, and their colleagues are motivated by the belief that plain language documents enable readers everywhere to make informed, confident decisions about their lives, their families, their work, their businesses, their health, their finances, their everything.

Our game's characters

The game is set in an office workplace with an array of characters similar to those found in many workplaces

Cat

World-weary and observant, keeping the team in check with quiet authority.

Owl

Wise and helpful, the go-to expert for guidance and clarity.

Goat

Eager to impress, full of energy, but tends to rush through tasks.

Koala

Laid-back and a little lazy; the team loves his chill vibe, even if he sometimes does less work than expected.

Squirrel

Excitable and chaotic, juggling too much at once, which leaves her perpetually stressed.

Duck

Hesitant and change averse, needing a bit of convincing, especially when it comes to plain language.

Our people

Based in Melbourne with experts, advisors and colleagues dotted around the globe
Christopher Balmford
Chief Executive Officer
Cinzia Theobald
Chief Operations Officer
Paul Loughran
Chief Marketing Officer
Ercan Barlas
Chief Technology Officer
Anne-Marie Swinburne
Chief Financial Officer
Greg Ioannou
Head of Writing Team
Gael Spivak
Chief Editor
Paula Chiarcos
Project Manager and Script Writer
Kym Ortenburg
Video Director
Bob Milstein
Podcast Host
Kate Sparkes
Script Writer
Janneke Port
Operations Manager
James Fisher
Tech and Comms Generalist
Simon Rakoff
Comedian
Angelika Vassa
Volunteer
Francisco Augustin Moleroo
Spanish Marketing
Mark Duckworth
Plain Language
Karel van der Waard
Evaluation and Design
Rebecca Lewis
Research Conceptual Play
Mohamed Khemakhem
The AI Guy
Tim Sheehy
Governance
Gina Frampton
Plain Language
Eamonn Moran
Legal Communication
Joe Kimble
Plain Language
Jorge de la Calle Martin
Spanish Marketing
Annetta Cheek
Plain Language
Laurent Romary
French Marketing
Terrence Tan
Christopher Balmford
Chief Executive Officer
Terrence Tan
Cinzia Theobald
Chief Operations Officer
Terrence Tan
Paul Loughran
Chief Marketing Officer
Terrence Tan
Nancy Smith
Independent Chair
Terrence Tan
Tim Sheehy
Independent Deputy Chair
Terrence Tan
Terence Tan
Independent Director

Our suppliers

These organizations and people help us to develop our games

Videos

Animationhaus (Viral Media)

Animationhaus (Viral Media) is a videography company based in Sri Lanka. They have extensive experience in short-form video clips as well as long-form narrations, TV commercials and real-time documentaries. Their diligent team consists of creative directors, videographers, editors, and producers. They create the videos for our games and help us work out what our characters and sets look like.

Games

FG Factory

FG Factory is a game studio registered in Australia, with most of the team based in Ukraine. FG Factory builds sophisticated games for any platform. They provide smart design, solid code, and effective visuals. The team plays games, works hard, and delivers to In-Game Learning on time and on budget.

Voice actors

Media Group

Media Group is an Australian-based company. They have a diverse range of professional voice artists, from local favorites to international voices. Their actors help bring our scripts to life.

Music

Tamil Rogeon

Tamil Rogeon is a Melbourne-based composer, violinist, and producer known for blending spiritual jazz with orchestral strings, Brazilian and Afro influences, and modern electronic textures. A founding member of the RAah Project, he has collaborated with the Melbourne Symphony Orchestra and Orchestra Victoria. Tamil has worked his magic composing our signature tune and other game sounds and effects.

Scripts and more

Colborne Communications

Colborne Communications is a Canadian company that provides writing, editing and plain language advice. Since 1977 they have contributed their know-how to more than 3000 publications in almost every field imaginable, including games. Games the team worked on won three Toy Industry Association's "Game of the Year" awards in the US, and won similar awards in three other countries. Their writers, comedians, and editors came up with the characters and office workplace in which The Plain Game is set.

Our research

Four adults sitting around a table playing a Monopoly board game indoors with a potted plant in the background.

Current research tells us adults learn through play, games, and imagination

Research in serious games and narrative-driven training demonstrates that adults deepen reasoning and conceptual thinking when they learn in meaningful contexts. Adults think more deeply when learning environments demand responsibility and emotional investment, and have consequences.

How does this apply to our games?

Adults in In-Game Learning games adopt structured professional identities. They are placed inside a world governed by explicit rules, ethical expectations, and standards. Adults benefit from six key elements, which  support meaningful conceptual development rather than passive rule recall.

01.

Motive

Clear purpose drives engagement

02.

Role

Professional identity matters

03.

Rules

Structure guides decisions

04.

Tools

Resources enable action

05.

Narrative

Story creates meaning

06.

Consequences

Outcomes shape thinking

Learning is social, even when playing alone

These features support meaningful conceptual development rather than passive rule recall. These characters shape attention, emotion, reasoning, and ethical consideration. Players are never thinking alone.

Cat pressures for urgency

Shaping attention and decision-making

Owl prioritizes precision

Guiding reasoning and clarity

Koala represents care

Emphasizing empathy and people

What's next

Our research plans

Across the next 18 to 24 months, our learning experts and research team will be
investigating the effectiveness of our training model.

More details coming soon.

Are you game?