Superland

A Gen-AI-powered adventure platform for kids that blends storytelling, imagination, and light-touch screen interaction.

  • Client: AWDIO
  • Year: 2023
  • Role: CTO & Co-founder
  • Awards: App of the Day
  • Tags: GenAI, Mobile, React Native, Storytelling, Kids

Overview

Superlandwas a creative pivot born inside AWDIO, a startup originally focused on interactive audio adventures for kids. What began as an experimental AI workshop became a full-on product pivot, culminating in a screen-light entertainment app for children aged 4 to 12. At its heart, Superland was built to be an alternative to passive screen-based media. It allowed kids to generate characters, objects, and places and use them in magical, AI-powered audio stories. We created a product that entertained and encouraged creativity and exploration by combining playful UI, innovative storytelling systems, and a lean but determined team.

Motivation & Opportunity

We started from a shared pain point: most kids’ entertainment lives at two extremes: screen-heavy or entirely analogue. We believed there was room for something in between that used technology to spark creativity rather than stifle it. The trigger moment came during a three-day internal “AI sandbox” session. I built a silly superhero backstory generator for fun. The results were so surprisingly compelling the team collectively decided to pivot away from our original idea of static, choose-your-own-adventure audiobooks. That experiment became the seed of Superland.

Team & My Role

I served as CTO of AWDIO. Officially, that meant owning everything tech-related, app development, infrastructure, tooling, and performance. In practice, because of my hybrid background in design and engineering, I also played a key role in product ideation, experience design, and feature development.

The core team included:

  • Matthias (CEO) strategy and operations
  • Jonas (CPO) product design and storytelling
  • Daniel & Sorin frontend and backend engineers

We worked remotely, coordinating through Linear, Slack, and weekly standups. Despite our small size, decision-making was fast and organic. Ownership was clear: if something broke in tech, it was mine to fix.

Early Constraints & Challenges

Like any startup, we faced tight constraints:

  • Time about 8 months of the runway when we pivoted to Superland
  • Budget stretched via grants to last longer but still lean
  • Tech Complexity early AI systems weren’t as plug-and-play as promised
  • Offline-first we wanted the app to work seamlessly even without internet

We also underestimated the friction of working with LLMs regarding cost (computing is expensive) and behaviour (AI doesn’t always play nice). Designing around those realities became a defining challenge.

Product Evolution

We started with a character creation flow that gave kids meaningful input and immediate narrative output. Created characters were stored in a persistent collection . Later, we introduced standalone story generation using existing characters, objects, and places . We visualized progress using a "Snake" timeline , added a read-along mode , and redesigned the homescreen to serve as a creative hub .

Technical Systems & Innovations

As CTO, I architected and implemented:

  • Amodular backendusing Node.js after edge functions proved unstable for long prompts and audio generation
  • Asentence-by-sentence TTS playbackapproach to minimize loading time and support “long mode” narratives
  • Local caching and sync systemsto support offline-first design
  • Adynamic template engineusing JSON, allowing modular backstory and story content generation

Synchronization between local and remote databases for kid-created content

All of it was designed to scale and avoid the classic trap of overbuilding. I aimed for flexible, adaptable systems rather than tightly coupled perfection.

Process & Workflow

We ran two-week sprints anchored by planning and wrap-up meetings. I collaborated closely with the CPO to break ideas into specs and tasks. Our culture was one of autonomy: I trusted the team to ship but kept tabs to prevent over-engineering spirals (especially with developers who needed frequent nudges).

Our approach evolved from scrappy solo work to a more structured cadence. We stayed reactive, shipping often and folding in honest feedback fast, including essays from one of our most dedicated young users.

Major Pivots

The biggest pivot, moving from pre-recorded content to generative AI, unlocked a whole new product at a cost. We shelved months of carefully crafted content. That was hard. But it taught us to be less precious.

Other shifts included:

  • Simplifying the creation UIs for younger users
  • Moving audio generation from edge functions to dedicated servers
  • Adapting the story engine to manage continuity between stories

That story engine became our most complex system, handling character states, narrative consistency, dynamic updates to the “world,” and multiple feedback loops to ensure story coherence.

Outcomes & Impact

We launched multiple updates of Superland and ended up with a small but loyal audience, around 4,000 monthly active users. Some kids came back every week. Some sent us detailed feedback. And for a few, we became part of their creative routine. That’s more than enough.

We didn’t just build a toy. We built a sandbox where imagination could run wild without dopamine loops or ads.

Reflections

Looking back, I’m proud of our ambition and willingness to prototype ideas others might have dismissed as “too weird” or “too hard.” I’m also proud of my growth, teaching myself React Native on the job, building complex backend systems, and staying flexible through fast-moving change.

That said, I would’ve pushed us to ship sooner. We cared too much about making it perfect for investors. We should’ve let more kids break it earlier.

What I Learned

  • Launch early, learn faster
  • Trust your instincts, but test them
  • Gen AI is a creative partner, not a plug-and-play fix
  • Kids are smarter and more imaginative than most adults design for
  • Magic happens in the messy middle

One Last Note

If I had to pick one thing only I could have done, it’s this: I wasn’t afraid to tackle the impossible. From wrangling dozens of prompt chains into a working narrative engine to figuring out how to generate and stream AI stories on the fly, I kept pushing. And I encouraged others to do the same. Because at the end of the day, design should feel like magic, even if you know how the trick works.

The last screen of the character creation flow in Superland, showing a completed character with options to start the adventure.

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The last screen of the character creation flow in Superland, showing a completed character with options to start the adventure.

Pick an avatar for your character in Superland. The screen displays various avatar options with a playful and colorful design.

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Pick an avatar for your character in Superland. The screen displays various avatar options with a playful and colorful design.

First step in the character creation flow in Superland, where users pick a name for their character. The screen is designed to be engaging and user-friendly.

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First step in the character creation flow in Superland, where users pick a name for their character. The screen is designed to be engaging and user-friendly.

The user selects traits for their character in Superland. The traits are presented as emojis, making the selection process fun and to add some randomeness to the backstory.

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The user selects traits for their character in Superland. The traits are presented as emojis, making the selection process fun and to add some randomeness to the backstory.

an overview of all the characters, objects, and locations created by the user in Superland. Here the user can also relisten to the backstory of the character they created.

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an overview of all the characters, objects, and locations created by the user in Superland. Here the user can also relisten to the backstory of the character they created.

The firs screen in V1 one of Superland, where users are prompted to create a hero.

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The firs screen in V1 one of Superland, where users are prompted to create a hero.

After the user has selected to create a standalone story, the are prompted to pick the required characters, objects, and locations for the story. This screen shows the user picking a companion for the story.

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After the user has selected to create a standalone story, the are prompted to pick the required characters, objects, and locations for the story. This screen shows the user picking a companion for the story.

After the user has selected to create a standalone story, the are prompted to pick the required characters, objects, and locations for the story. This screen shows the user picking a villian for the story.

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After the user has selected to create a standalone story, the are prompted to pick the required characters, objects, and locations for the story. This screen shows the user picking a villian for the story.

In V2 we added a read along feature, where the user can listen to the story while reading along with the text. This screen shows the player UI for the read along feature.

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In V2 we added a read along feature, where the user can listen to the story while reading along with the text. This screen shows the player UI for the read along feature.

The story player UI in Superland

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The story player UI in Superland

The snake as we called it. It was a way to show the user how far they had progressed in the story, and what choices they had made. It was also used to show the user which characters, objects, and locations were part of the story.

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The snake as we called it. It was a way to show the user how far they had progressed in the story, and what choices they had made. It was also used to show the user which characters, objects, and locations were part of the story.

The snake, after a user has finish a story, and the next step is for them to create a new charater.

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The snake, after a user has finish a story, and the next step is for them to create a new charater.

This is the story view for one off stories. Here the user can see witch inputs are required, and get an overview of the story they are about to create. The user can also see past stories they have created, and relisten to them.

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This is the story view for one off stories. Here the user can see witch inputs are required, and get an overview of the story they are about to create. The user can also see past stories they have created, and relisten to them.

This is the splash screen for Superland.

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This is the splash screen for Superland.

This is the homescreen for V2 of the superland. Here the users is presented with all the one off stories they can create, they can create new characters, objects, and locations, and they can also navigate to season to access the snake.

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This is the homescreen for V2 of the superland. Here the users is presented with all the one off stories they can create, they can create new characters, objects, and locations, and they can also navigate to season to access the snake.

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