A little first step · Start with a $1 lesson

A little imagination.
A whole world
to create.

A creative club for kids who have stories to tell, characters to invent and a hundred “what ifs”.

All AI tools included.
No outside AI purchases needed.

No separate AI accounts. No extra AI subscriptions.

$1 lesson: one payment. No automatic subscription.
Membership renews monthly. Cancel anytime. Ages 7–13.

A delighted child creating beside a friendly purple dragon, with a character idea on her laptop
That “look what I made” feeling.
✦ Their ideas✦ Our built-in AI tools✦ Their proud little moments
An imagined scene of children creating beside a friendly robot and fox
Ideas get bigger when you try them.

A CLUB FOR THEIR “WHAT IF?”

Today, a character.
Next, a whole world.

Let them follow the idea that excites them. Make something, learn something, then discover what they want to try next.

  • A little guidance. Pip explains, demonstrates and pauses for their turn.
  • A lot of ownership. They choose the details and decide what to change.
  • Something to keep. Their portfolio grows with the things they make.
See what membership includes

UNDER A MINUTE

Four of the courses,
introduced.

FIND THE THING THAT LIGHTS THEM UP

A growing world
of things to make.

18 courses to start today.
More creative adventures on the way.

20 courses shown

Upcoming courses show their current roadmap. Planned courses have no confirmed release date.

A LITTLE TASTE OF WHAT THEY CAN DO

Big imagination.
One small first step.

Try a free creative activity together.
No account. No payment. Just curiosity.

IT STARTS WITH ONE LITTLE IDEA

Watch a little. Make a lot.
Have something to show.

01

“I have an idea!”

A short lesson gives their imagination a starting point.

02

“Let me try.”

Built-in tools turn the lesson into a chance to experiment.

03

“Come and look!”

Save the creation. Explore it together. Celebrate what they tried.

Made by CreatorKids

  • The Cat Who Hated MondaysThe Cat Who Hated MondaysMaya, age 8
  • Captain PickleCaptain PickleLeo, age 10
  • The Last Dragon EggThe Last Dragon EggEmma, age 9
  • A New PlanetA New PlanetNoah, age 11

LET THEIR CURIOSITY KEEP GOING

One spark.
Lots of next steps.

A first cartoon can lead to a comic, a book or a character for a whole new game.

Planned

Card Game Studio

Twelve printed cards, a rules card, and a game somebody else can play

Planned

Sticker Pack & Merch

A printable sticker sheet of their own designs

WHAT THEY TAKE AWAY

Not just a cartoon.
Things they can actually do.

161 specific skills, each tied to the lesson that teaches it — and each one appears in your monthly note only once they have finished that lesson.

  • Making somebody want to see something by showing them less of it
  • Choosing the one image a whole film is remembered by
  • Planning a film in beats instead of a pile of ideas
  • Using something ordinary to make something strange land harder
  • Showing the edge of something instead of the thing itself
  • Making one small detail stand in for something huge
  • Laying a whole film out in order before making any of it
  • Choosing a shot size because of the job it does
  • Choosing how long a picture stays on screen, and why
  • Building a rhythm out of fast cuts and one long hold
  • Writing narration that adds to a picture instead of repeating it
  • Describing a voice by saying who is speaking
  • Naming something in three words so it sounds like a promise
  • Testing a film on somebody instead of explaining it to them
  • Inventing an original character
  • Describing an idea clearly enough to make it
  • Keeping a character consistent
  • Changing one thing at a time
  • Building a world around a character
  • Using light and time of day to set a mood
  • Spotting where a generated image breaks
  • Checking the boring parts of a picture
  • Recognising a copied voice
  • Agreeing a family password
  • Asking what is outside the picture
  • Asking “compared to what?”
  • Telling part of a story by leaving it out
  • Choosing how much time passes between two panels
  • Noticing what a picture makes you look at first
  • Aiming a reader's eye where you want it to go
  • Planning a whole page before drawing any of it
  • Using the size of a panel to control how long someone looks
  • Placing speech so it is read in the order it is spoken
  • Saying it in fewer words than you first wanted to
  • Turning a plan into a laid-out page
  • Building the most important panel first
  • Checking your own work as a stranger would read it
  • Letting the thing you made speak for itself
  • Knowing a model predicts rather than looks up
  • Testing a tool by running it twice
  • Testing a claim by running it more than once
  • Knowing that sometimes-right is what guessing looks like
  • Spotting the shape of an answer with nothing inside it
  • Asking where a specific-sounding fact came from
  • Noticing what a machine chose when you did not say
  • Asking for what you actually want
  • Designing a check you can mark yourself
  • Deciding what passing looks like before running it
  • Running a test the same way three times
  • Writing a verdict with a reason behind it
  • Judging evidence
  • Asking better questions
  • Changing your mind well
  • Making an argument
  • Asking when the money is needed before asking what it could become
  • Telling saving and investing apart
  • Telling a customer apart from an owner
  • Saying what an investment actually is, before saying what it might be worth
  • Telling owning apart from lending
  • Hearing the difference between a promise and a guarantee
  • Looking inside a thing before judging it
  • Refusing to treat a wrapper as a guarantee
  • Separating what something is worth from what you have received
  • Working out a gain or loss including payments
  • Naming which amount a percentage is being taken of
  • Telling your own contributions apart from actual growth
  • Asking what else could happen before deciding
  • Separating what you are willing to lose from what you can afford to lose
  • Asking what a set of investments all depend on
  • Saying what diversification does not do
  • Judging money by what it buys rather than by the number
  • Checking a bigger number against what it is being compared to
  • Finding the charge before comparing two offers
  • Working out what is left after a fee
  • Naming what a claim has left out
  • Slowing down when something is loud and in a hurry
  • Building a decision out of stated reasons
  • Checking whether your reasons still hold when the news is bad
  • Judging a character by its outline instead of its details
  • Testing your own work small before you fall in love with it
  • Knowing the difference between a picture and a sprite
  • Asking for a character on its own, so it can be cut out cleanly
  • Keeping one character the same across two pictures
  • Showing what happened without using words
  • Making danger and reward look like opposites
  • Teaching a rule with a picture instead of an instruction
  • Making one picture deliberately quieter than another
  • Noticing when two things are competing for the same attention
  • Changing one thing at a time so you know what caused what
  • Testing your work on somebody who has never seen it
  • Inventing a character a reader cares about
  • Turning an idea into a want-and-wall premise
  • Choosing one true detail over many flat ones
  • Shaping a story so it climbs
  • Finding the turn
  • Pacing a picture book page by page
  • Drafting a whole book
  • Showing instead of telling
  • Choosing the exact verb
  • Writing for read-aloud
  • Revising a whole story
  • The listener test
  • Cutting what does not earn its place
  • Editing last
  • Art-directing a picture
  • Composing for text
  • Designing a cover
  • Front and back matter
  • Writing a blurb
  • Making an author page
  • Preparing a file for print
  • Reading what a camera move means before anyone explains it
  • Designing a character with one tell that survives being tiny in a wide shot
  • Splitting a story into a set-up, a turn and a pay-off that fit thirty seconds
  • Telling a turn you can draw from a feeling you cannot
  • Choosing a shot size because of the job it does, not because it looks nice
  • Designing a place with one tell, so it reads in a single wide shot
  • Writing a shot as something we can see, not something a character feels
  • Choosing a camera move because of what it says, not because it looks busy
  • Holding a shot still on purpose
  • Building a joke out of a wait and a punchline
  • Writing narration that says only what the picture cannot
  • Casting a narrator as a character, not a sound
  • Finishing a film and putting a title on it
  • Testing a film on a person instead of explaining it to them
  • Reading a landscape the way a town-builder does: water first, then everything else
  • Describing a land clearly enough to paint it from above, like a map
  • Reading why an old town is the shape it is: harbour, street, market, bridge
  • Changing one picture by adding to it, instead of making a new one
  • Explaining something from big to small, so a stranger can follow it
  • Testing a thing by what people do, not by what they say about it
  • Designing a body from the job it has to do, not the look you want
  • Reading an animal's life from its face, its feet and its mouth
  • Making animals that belong to their place, so three of them look like strangers
  • Giving a drawing a real size by putting a known object beside it
  • Testing a design on the most honest audience there is
  • Hearing a reach or an ignore as information, not as a verdict on you
  • Hearing the hidden description inside a real place name
  • Inventing a naming rule so a whole country sounds like it belongs together
  • Designing a flag so simple and meaningful a child could draw it from memory
  • Working out what money is worth by lining it up against what it buys
  • Testing whether a rule is strong enough for somebody else to use
  • Sharpening a rule so a stranger makes the right thing with it
  • Using the shape every legend shares, instead of inventing a story from nothing
  • Ending a story by explaining something real on your own map
  • Choosing a style that makes a picture feel like it comes from another time
  • Picking the single moment that carries a whole story
  • Designing a voice that fits the story it tells
  • Reading a real audience by their bodies, not their words
  • Designing with a budget, so every strength costs a weakness
  • Spotting the card that breaks a game, by building one on purpose
  • Turning a creature into a card that plays the way the animal feels
  • Spending a fixed budget to make each card different from the last
  • Testing a game by playing it, not by imagining it
  • Improving a design by changing one thing at a time
  • Building a journey from a few chosen shots, not everything you have
  • Ordering shots so the viewer travels from the whole country to one small detail
  • Choosing a camera move for what it makes the viewer feel
  • Knowing when the strongest move is no move at all
  • Assembling many finished pieces into one whole
  • Judging a whole world by what an audience takes away from it

THE WORRY WORTH NAMING

“Won’t AI just
make them lazy?”

It is the first thing most parents think, and it is fair. A child who types a question in and copies the answer out has learned nothing.

So every lesson stops partway through and hands over. Pip explains one idea, shows it once, then the video pauses and waits. Your child describes what they want, looks at what came back, decides it is not quite right, and changes one thing. That loop is the lesson — it is more thinking than watching, not less.

We teach the other half on purpose, too: Don’t Get Fooled is a whole course on where AI gets things wrong, how a generated picture gives itself away, and why a confident answer is not a correct one.

WORTH CHECKING ANYWHERE YOU BUY

Your child never signs
up for anything.

Most “AI for kids” courses are instructions for driving grown-up tools on a parent’s account. The big chatbots set their own minimum age at 13.

  • Nothing outside CreatorKids. Every AI tool runs on our servers, inside the lesson.
  • No accounts, no downloads. No sign-ups on adult services, and no card in a child’s hands.
  • Moderated, with a limit you can see. Every prompt is checked, and the monthly allowance is on your dashboard.
  • Private by default. Nothing they make leaves the platform unless you choose to share it.
How we handle your data →

ONE CLUB. SO MANY POSSIBILITIES.

Give their curiosity
a place to grow.

Membership for exploring. One-time options for a smaller start.

THE CREATORKIDS CLUB

Keep the ideas coming.

$19.99 / month

or $149 a year, 38% less

For families who want to explore the library as it grows.

  • Every released course, available now
  • A new course every week, while subscribed
  • AI tools included inside CreatorKids
  • A portfolio of their creations
  • A monthly note for parents

$19.99 a month. Cancel in one click, any time.

Or pay for the year — $149
Save 38% against $19.99 a month.

Renews yearly. Cancel anytime.
Renews monthly. Cancel anytime.
Course access continues through the paid period.

ONE PARTICULAR PASSION?

Own one course.

$9.99 once

Permanent access to one released course.

  • All lessons in that course
  • Its included creation tools
  • No subscription or renewal
Choose a courseAlready paid $1? Upgrade for $8.99.

A LITTLE FIRST STEP

Try one lesson.

$1 once

Get a feel for a course before choosing more.

  • First lesson of a released course
  • Yours to keep and rewatch
  • Credit toward that full course
Find their first lessonA purchase, not a subscription trial.
Nothing renews automatically.

18 courses available today, and a new course is added every week. Members get each one the day it lands. Choose a course to own permanently, or explore all available courses with an active membership.

FOR THE PEOPLE CHEERING THEM ON

Big pride.
Small practical questions.

Do I have to buy other AI tools?

No outside AI purchase is needed for the included course tools. Children create inside CreatorKids, without separate AI accounts.

Is there a yearly price?

Yes. $149 for a year, which is 38% less than paying $19.99 a month. It includes the same thing: every released course, and the new course each week while it is active.

How does the membership work?

Membership is $19.99 per month and renews monthly until cancelled. It includes every released course and the new course added each week while your membership is active.

Does the $1 lesson turn into a subscription?

No. It is a one-time lesson purchase. Membership is a separate choice. If you later buy that course, the $1 comes off the course price.

What happens if we cancel?

You retain membership course access through the period you paid for. Courses bought separately remain yours to revisit.

What can we start today?

Look for “Ready now” in the course library. Upcoming courses show their current status and are not available to start yet.

What ages is this for?

Courses are designed for ages 7–13, with the age range shown on each course. A parent sets up the account. Younger children may need help reading or getting started.

An imagined child and dragon creating together

YOU BRING THE CURIOSITY

We’ll bring a place
to create.

Explore the $19.99/month club

All included AI tools. One monthly membership.

Or take a little first step for $1 →

Our community includes parents who work at

  • Apple
  • The New York Times
  • Facebook
  • NVIDIA
  • TED
  • Google
CreatorKids — where kids make things