STUDIO

THE STUDIO BEHIND LUMINA.

We learned by putting ideas into people's hands.

Mind Blown League is a South African game and story studio building original games, characters, stories and experiences through the World of Lumina.

For more than a decade, we have built games, put them into people's hands and learned from what happened.

Learners playing an MBL game at Hunt Road Secondary
YEARS OF MAKING, TESTING, LISTENING AND LEARNING

PEOPLE EXPERIENCE AN IDEA DIFFERENTLY WHEN THEY CAN PLAY WITH IT.

That experience is now shaping something bigger.

INTO CULTURE.

BUILT IN DURBAN. BUILT THROUGH PLAY.

WE THOUGHT WE MIGHT MAKE A SCIENCE MAGAZINE.

THE LEARNERS HAD A BETTER IDEA.

When we started listening to young people about how they were spending their time, one thing became clear.

They were playing games.

So the question changed:

WHAT IF SOMETHING WORTH KNOWING COULD LIVE INSIDE SOMETHING PEOPLE ACTUALLY WANTED TO PLAY?

That question became Mind Blown League.

Learners taking part in an MBL game session at Eden College
EARLY PROVING-GROUND PRACTICE
Grade 7 learners taking part in an MBL game session at Morningside Primary
LISTENING TO PLAYERS

WHY WE’RE BUILDING LUMINA

A GENERATION THAT GROWS UP BELIEVING A CLEANER, REGENERATIVE FUTURE IS NOT ONLY POSSIBLE, BUT THEIRS TO BUILD.

SO WHAT DO WE DO ABOUT IT?

We create games, stories and experiences through the World of Lumina that make regenerative futures exciting to imagine, irresistible to play and possible to begin building in the real world.

MAKE THE FUTURE WORTH WANTING

OUR PROVING GROUND

BEFORE LUMINA BECAME A WORLD, PLAY WAS ALREADY TEACHING US.

Our earlier work took games into classrooms, competitions and real-world environments.

Players had to understand the rules.

Competition had to sustain attention.

Stories had to matter.

Experiences had to work outside the drawing board.

We built.

People played.

We watched.

We listened.

We changed things and tried again.

10+ YEARS

building, testing and improving through play

8,500+

young people reached

175+

schools

Learners participating in an MBL game session at Hunt Road Secondary
PLAY / COMPETITION / FACILITATION
Learners at Eden College playing the Mind Blown mobile game
MIND BLOWN MOBILE GAME
Unplugged Droids coding game playtest
UNPLUGGED DROIDSUNPLUGGED CODING GAME PLAYTEST
VAR Zone game box artwork
VAR ZONE
Learners playing GOGI at Mowat Park
GOGI
Learners using VAR Zone at Luthayi High School in Hammarsdale
MAKING / TESTING / LEARNING

Different games. Different questions. Years of learning what makes people participate.

A RECENT PROVING GROUND

WE DESIGNED.THEY PLAYED.WE MEASURED.WE LEARNED.

VAR ZONE

Through the Technology Innovation Agency-supported Raising STEEM initiative, VAR Zone was used with learners in five Hammarsdale high schools.

18% → 75%

EUCLIDEAN GEOMETRY CONFIDENCE

26% → 55%

CHEMICAL CHANGE CONFIDENCE

25% → 55%

CONFIDENCE ANSWERING TEST QUESTIONS

63% → 90%

ENGLISH READING & SPEAKING CONFIDENCE

Baseline and endline learner confidence/perception measures. These are not exam-mark or attainment claims.

THE EVOLUTION

ONE THING KEPT LEADING TO ANOTHER.

GOGI cards and game boxes

PART 1 · GOGI

WHERE LUMINA BEGAN TO EMERGE.

Players were responding not only to game mechanics, but to the characters, creatures and world around them.

That was an early sign that something larger than a single game was taking shape.

A learner testing a nurdle-removal innovation on a beach

PART 2 · NURDLE INNOVATION CHALLENGE

THE GAME LEFT THE TABLE.

Players who had entered Lumina through GOGI extended the experience into a real environmental challenge, developing ideas for removing nurdles from beaches.

GOGI / LUMINA → PLAY → NURDLE INNOVATION CHALLENGE → TANGIBLE ACTION

Blight Club box-lid artwork

PART 3 · BLIGHT CLUB

NOW LUMINA HAS A NEW DOORWAY.

An entertainment-first physical game gives people another way to discover, own, play and share the world.

THE GAMES WERE GETTING BIGGER THAN THE GAMES.

THE PEOPLE

DIFFERENT STRENGTHS.
ONE WORLD.

We come at Lumina from different directions. The work becomes stronger where those disciplines meet.

Viroshen Chetty

VIROSHEN CHETTY

Co-Founder & CEO

Creative & Commercial Strategy

Shaping MBL's creative direction, game and product strategy, and the commercial pathways that can take Lumina further into the world.

Nireshnee Chetty

NIRESHNEE CHETTY

Co-Founder & COO

Operations, Partnerships & Growth

Turning ambition into a functioning studio through operations, partnerships, delivery and the relationships that help MBL grow.

Kuvera Chetty

KUVERA CHETTY

World & Creative Director

Guarding Lumina's story, characters, factions, creatures, canon and creative coherence as the world grows.

Samara Chetty

SAMARA CHETTY

Audience & Community Strategy Lead

Growing the communities around Lumina, shaping how we listen and respond to audiences, and turning what we learn into insight for what we build next.

MBL also works with specialist South African artists, designers, manufacturers, researchers and production partners as different projects require.

SUPPORT & RECOGNITION

BUILT IN THE REAL WORLD.

Social Innovation Seed Award · 2022

Funding & support

2nd place Bambelela Business Awards · 2026

Finalist · Pitching Den

Featured · KZN State of Innovation · 2025/26

PURPOSE NEEDS AN ENGINE.

We want to build games people want to buy, stories people want to read and a world people want to return to.

Commercial strength gives Lumina reach, independence and the ability to keep growing.

Real-World Missions give that growth consequence.

THE TWO SHOULD MAKE EACH OTHER STRONGER.

BUILD THE WORLD.

More players.

More stories.

More characters.

More places to play.

More ways to belong.

And more reasons for people to keep coming back.