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The Atlas

Ages 8–1218 lessonsLearn at their paceAI tools includedNo outside AI account

In six weeks, your child builds a whole country.

Not a picture of one — a real world they can unfold on the table: a map, animals that belong on it, a flag and money, a legend, a deck of cards you play, and a film that flies over all of it.

Start with just $1. One lesson to keep. No automatic subscription. Explore all 18 lessons ↓

Illustration for The Atlas
Their ideas. Their decisions. Something to be proud of.
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START WITH SOMETHING SMALL — $1

Their first lesson

Water First

Decide where a country's first town goes before anyone explains why, then make the land your own country sits on.

They finish with

Your land, seen from above - sea, mountains and one big river - with the spot where the first town has to go, and a name for now

That is the first step — not yet a country in a box: a map, a flag, twelve playable cards, a legend told aloud, and a travel film. The whole course is 18 lessons for $14.99, and your $1 counts toward it.

Explore the $1 starting option

GUIDANCE, WITH ROOM TO TRY

A lesson is more than a video.

Watch with Pip

A guided explanation introduces the idea and shows what to try.

Have a go

Use the course tools to experiment, make choices, and try again.

Make it theirs

Keep building their project, with something new to show you.

WHAT THEY WORK TOWARD

A country in a box: a map, a flag, twelve playable cards, a legend told aloud, and a travel film

Six weeks to build a country that isn't there — its land, its creatures, its flag and money, its legend, a deck of cards you can play, and a film that flies over the whole thing.

A country in a box: a map, a flag, twelve playable cards, a legend told aloud, and a travel film

TAKE A LOOK INSIDE

One clear step at a time.

18 lessons. Open any lesson below to see what they will do.

  1. 01Water FirstDecide where a country's first town goes before anyone explains why, then make the land your own country sits on.

    A piece of land nobody lives on, and you decide where the first town goes - before anyone explains anything. Today you find out that every country starts with its water, and you make the land your own country sits on for the next six weeks.

    They finish with: Your land, seen from above - sea, mountains and one big river - with the spot where the first town has to go, and a name for now

  2. 02The First TownWatch a harbour town grow from one jetty, then put your own capital on your own map, where the river meets the sea.

    The first boat ever arrives on your land. Where it ties up decides everything that comes after - the first street, the market, the bridge, the wall. Today you watch a town grow in four pictures, then put your own capital on your own map.

    They finish with: Your capital, on your own map, where the river meets the sea - with its jetty, its first street and its bridge

  3. 03Watch Their FingerExplain your map to somebody at home without pointing at the town, watch where their finger lands, and change one thing.

    Nothing to make today. Your country takes its first test, and you are not the one taking it - somebody in your house is. You explain your map without ever pointing at the town, and then you watch where their finger goes.

    They finish with: A map that somebody else could read - tested on a real person - and the one thing you changed because of what their finger did

  4. 04Built For The JobInvent an animal for your map the way nature does - from the job its body has to do, not the look.

    Your country has nobody living on it yet, and today that changes - but not with people. You design an animal nobody has ever seen, and you start where a real animal starts: not with how it looks, but with the job its body has to do.

    They finish with: One invented animal that belongs on your map, and the three answers its body was built from

  5. 05Three From The MapMake two more creatures, each built for a different place, and give one of them a real size.

    One animal is a start. A country needs more than one - and here is the secret: an animal from the snowy mountains and an animal from the hot plain should look like complete strangers, because they are solving completely different problems. Today you make two more, and you give one of them a size.

    They finish with: Three creatures, one for each of three places on your map, and one of them shown next to something that gives it a size

  6. 06Ask A Four-Year-OldShow your creatures to the most honest critic alive - a small child - and fix the one that doesn't read.

    Nothing to make today, except maybe one small fix. You take your three creatures to the youngest person you can find - a little brother, a cousin, a neighbour's kid - and you watch which one they reach for. Little kids cannot be polite about it, and that is exactly why they are the best judges you will ever have.

    They finish with: Your three creatures tested on a real young child, and the one small change you made because of what they did

  7. 07Names Are Tiny DescriptionsCrack the hidden code in real place names, invent your own rule, and start naming your country.

    Here is a secret hiding in plain sight: the name of almost every town you know is a tiny description of the place, worn smooth by hundreds of years of people saying it. Today you crack the code - and then you invent your own, and start naming your country.

    They finish with: Your own naming rule, and the first few places on your map named by it

  8. 08A Flag And A CoinDesign a flag where every part means something, and work out what a loaf of bread costs in your money.

    Two symbols today. A flag, where every single part means something - no decoration, all meaning - and a coin, where you work out the thing nobody ever explains: what money is actually worth. By the end you will know exactly what a loaf of bread costs in your country, and why.

    They finish with: A flag for your country where every part has a meaning, and the worth of your coin worked out against a real day

  9. 09Does It Belong?Hand your naming rule to someone else and find out if your country is real enough to share.

    Your naming rule has only ever been tested by you - and you made it, so of course it sounds right to you. Today somebody else uses it. You hand them your rule, they name a brand-new place, and you listen for one thing: does it sound like it belongs on your map, or did it just wander in from somewhere else?

    They finish with: Your naming rule tested on another person, and the one way you sharpened it so a stranger could use it

  10. 10The Shape Of A LegendSteal the shape every legend shares, and end yours by explaining something on your own map.

    Every country has one story that everybody in it knows - and the best ones end by explaining something you can still see today. A hill shaped like a sleeping giant. An island that was a dropped stone. This week you write your country's legend, and it starts by stealing a shape that has worked for a thousand years.

    They finish with: The plan for your country's legend: the problem, the attempts, and the mark it left on your map

  11. 11Draw It OldDraw the one big moment of your legend in an ancient woodcut style that looks a thousand years old.

    Your legend is old - hundreds of years old, inside your country. So it should not look like a bright new cartoon. Today you draw the one biggest moment of your legend the way old stories were really printed: carved lines, two inks, worn paper. The style does half the work of making it feel ancient.

    They finish with: The one biggest moment of your legend, drawn in an ancient woodcut style

  12. 12Tell It Out LoudDesign a storyteller's voice, tell your legend aloud, and watch for the moment your family leans in.

    A legend is spoken long before it is ever written down. So today your legend gets a voice - you design the storyteller, the warm old voice that starts with 'long ago' - and then you do the oldest thing in the world: you tell the story to your family, and you watch their faces for the exact moment they lean in.

    They finish with: A storyteller's voice for your legend, and the exact moment your listeners leaned in

  13. 13What A Card NeedsLearn why a card that can do anything is boring - by building one too strong on purpose.

    Those animals you made in week two are about to become a game you can actually play. But first, the single most important idea in game design, and it is sneaky: a card that can do anything is boring. The fun lives in the trade - and today you learn to build it, by making a card too strong on purpose and watching what it does.

    They finish with: The rule of your deck - what every card shares and spends - and one card built too strong on purpose

  14. 14Build The DeckTurn your creatures into a deck of cards, each one playing the way its animal feels.

    Now you make them for real. Your creatures from week two become cards - each one spending its budget its own way, a name, a body, and one trick. The app keeps the sums fair for you, so you can spend all your thinking on the fun part: what makes each creature feel different to play.

    They finish with: The first cards of your deck, each built from one of your creatures, each spending its budget its own way

  15. 15Play It, Then Change One RulePrint your deck, teach it, play a real game, then change one rule and play again.

    A game is not finished when it is made. It is finished when somebody plays it. Today you print your deck, teach the rules to a real person, and actually play - and then you do the thing that turns a maker into a designer: you change exactly one rule, play again, and see if the game got better.

    They finish with: Your deck, played with a real person, and the one rule you changed because of how the game actually went

  16. 16How To Fly Over ItChoose the eight shots of a film that flies across your whole country, wide to close.

    The last week, and the biggest payoff: a film that flies across your whole country, with your voice telling us where we are. Everything you have made is about to become one four-minute journey. Today you learn how a real travel film is built - and you choose the eight shots that make yours.

    They finish with: The eight shots of your film, chosen and put in the order a viewer will travel through them

  17. 17A Move For EachGive each shot a camera move - push in to arrive, pull out to reveal - and leave some still.

    A still picture with the right camera move stops being a picture and becomes a flight. Today you give each of your eight shots one move - and the secret is that a move is not decoration, it is a sentence. Push in means arriving. Pull out means the big reveal. The move tells the viewer how to feel before you say a word.

    They finish with: A camera move on each of your eight shots, each one chosen for what that shot is doing

  18. 18The PremiereMake the film, premiere it to your family, and find out what your country is really about.

    Six weeks ago you had an empty piece of land. Today you press play on a film that flies across a whole country you built - its map, its creatures, its legend, its voice. Then you do the bravest and most useful thing any maker ever does: you sit your family down, you watch them watch it, and you find out what your country is really about.

    They finish with: The finished film of your country, premiered to a real audience - and what they said it was about

See all 36 skills covered
  • 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

TOOLS, SAFETY & PRIVACY

Designed for kids. Clear information for parents.

  • One family account, set up by you.

    You pay, then choose a password. Your child signs in with a first name and, if you want, an age range you pick from a short list. Never a surname, date of birth, school, address or photograph.

  • You can see everything they make.

    Their pictures, notes and projects are in their portfolio, open to you whenever you are signed in. Ask us and we will show you everything we hold, delete all of it, or stop collecting more.

  • Every description is checked, twice.

    What your child types is run through a safety filter before it reaches the image tool, and the picture is checked again when it comes back. Pictures are only ever shown to a signed-in member of your family — a link on its own is not enough.

  • No account with any AI company.

    The tools run on our server, on our account. Your child never signs up with an AI provider, never agrees to anyone else’s terms, and nothing they type is attached to an identity outside CreatorKids.

  • Nothing is used to train anything.

    What they type and make is kept so a person can review it for safety. It is not used for advertising, profiling, or training any model. No advertising cookies and no third-party trackers run anywhere your child goes.

  • Kept while you are with us, then gone.

    Creations and portfolio stay while your account is open and for 30 days after you close it. Safety logs are kept for 12 months. If we ever change what we collect, we email you first.

The full detail, in plain words: our privacy policy.

A FEW THINGS PARENTS ASK

Good questions. Clear answers.

Does my child need any experience with AI?

No. Each lesson shows what to do before asking them to try it, and they type descriptions in their own words. The tools are inside the lesson, with nothing to set up.

Will my child finish the whole project in Lesson 1?

No. Lesson 1 is the first building block: they finish it with your land, seen from above - sea, mountains and one big river - with the spot where the first town has to go, and a name for now. A country in a box: a map, a flag, twelve playable cards, a legend told aloud, and a travel film is what the whole 18-lesson course works toward, and it comes together in the final lesson.

Is the $1 lesson a subscription?

No. It is one payment of $1 for Lesson 1, yours to keep and replay. Nothing renews and there is nothing to cancel. Only the membership renews, monthly, and only if you choose it.

Do we need other AI tools or paid accounts?

No. The guided AI tools and activities used in this course are inside CreatorKids. You do not need a separate AI subscription. Included image allowances apply; they are not unlimited.

Are there limits on how many pictures they can make?

Yes, and they are sized for the course. Lesson 1 includes 15 pictures. The full course includes 100, which never expire. Membership includes 120 a month across the whole library. Running out never takes the course away — only making new pictures pauses, and you can top up from the parent page.

Can we use it on an iPad or tablet?

Yes. It runs in the web browser with nothing to install, on a laptop, Chromebook or tablet; a larger screen gives the activities more room.

Does a parent need to sit with them?

You handle the purchase and the two-minute set-up. After that the lessons are written for a child to follow on their own, at the pace of the video, with a trusted adult nearby for questions. Some activities invite a family conversation, and the end of the course is something they will want to show you.

What happens if we buy the full course later?

Your $1 buys Lesson 1 to keep and replay. Nothing renews automatically. If you choose the full course later, that payment is credited and the upgrade is $13.99.

Which purchase is right for our family?

Start with one lesson for $1, buy this whole course for $14.99, or choose library access for $19.99/month. The first two are one-time purchases. Membership renews monthly until you cancel.

Is there an annual membership?

Yes. The yearly option is $149/year for the same library access. You can compare it with the monthly option on the membership page. Membership access continues through your paid period if you cancel; separately purchased courses remain yours to revisit.

Does my child need to finish on a schedule?

No. Lessons are self-paced. Pause for an activity, replay an explanation, and come back when it suits your family. A course you buy outright is yours to keep; membership access lasts while subscribed.

Something else on your mind? Ask us.

THEIR NEXT “LOOK WHAT I DID” MOMENT

See where one lesson takes them.

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First lesson: one payment. No automatic subscription.

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The Atlas for Kids | Online Course from $1