VRGame DesignCreative TechnologyMovementEntrepreneurshipExploration

AFTER SCHOOLIS WHERE THE WORLDGETS BIGGER.

BlackMuse turns after-school time into a place where young people can experiment with ideas, technologies and possibilities they might never encounter during the traditional school day.

Not another class. A place to make something.

3:00 PM.

THE BELL RINGS.

THE SCHOOL DAY

  • Desks
  • Whiteboard
  • Books
  • Bells
  • Rows

BLACKMUSE AFTER SCHOOL

THE DAY DOESN'T HAVETO BE OVER.

  • VR
  • Game creation
  • Movement
  • Technology
  • Collaboration
  • Creative projects

The school day gives students foundations.

After school gives them room to explore.

SELECT A PROGRAM

CHOOSEYOUR WORLD.

Two worlds are open now. More are being built.

Swipe to explore →

COMING SOON

CREATIVETECHNOLOGY

Tools for making, not just consuming.

LOCKED
COMING SOON

ENTREPRENEURSHIP

Turn an idea into a pitch.

LOCKED
Two students read their game story aloud in front of the projectorCOMING SOON

DIGITALSTORYTELLING

Every student has a story to tell.

LOCKED
COMING SOON

AI + EMERGINGTECHNOLOGY

Meet the tools shaping tomorrow.

LOCKED
COMING SOON

MAKEREXPERIENCES

Hands, materials, prototypes.

LOCKED
PROGRAM WORLD 01 · VIRTUAL REALITY & GAME DESIGN

DON'T JUSTPLAY THE WORLD.BUILD ONE.

Students explore the creative process behind virtual reality and video games while designing environments, characters, mechanics and interactive experiences of their own.

The learning path

  1. IDEA
  2. SKETCH
  3. DESIGN
  4. BUILD
  5. TEST
  6. PLAY
  7. SHARE

WHAT STUDENTSACTUALLY DO.

Students build structures with wooden blocks while a classmate explores in a VR headset in the background

WEAR A VR HEADSET

Put on a headset and step into an environment for the first time.

EXPLORE VIRTUAL WORLDS

Walk through worlds other people built and notice how they work.

DESIGN GAME IDEAS

Pitch a concept: who plays it, what's the goal, why is it fun?

CREATE CHARACTERS

Sketch, name and give personality to the heroes of a game.

BUILD DIGITAL ENVIRONMENTS

Place terrain, objects and light to make a space feel real.

LEARN GAME MECHANICS

Rules, scoring, movement, feedback — the systems under the fun.

TEST EACH OTHER'S GAMES

Play a classmate's prototype and give honest, kind feedback.

SOLVE DESIGN PROBLEMS

When something breaks, figure out why and try again.

COLLABORATE

Split roles, share credit, ship something together.

PRESENT THEIR CREATIONS

Stand up, demo the work, answer questions.

SKILLSUNLOCKED.

Every project quietly levels up a whole tree of abilities.

CREATE

  • 3D Design
  • Visual Design
  • Storytelling
  • World Building

BUILD

  • Game Mechanics
  • Digital Tools
  • Prototyping
  • Technology

THINK

  • Problem Solving
  • Systems Thinking
  • Iteration
  • Critical Thinking

WORK TOGETHER

  • Communication
  • Collaboration
  • Feedback
  • Leadership

THEY LEAVE WITHMORE THAN A MEMORY.

Example student project types

Isometric illustration of a student in a VR chair with a floating world of islands, waterfalls and dragons rising around them01

My First VR World

Isometric character design sheet showing a stylized hero from multiple angles with gear and expression studies02

My Game Character

Isometric level design sheet with a floating-islands map, mood shots, color palette and gameplay flow03

My Level Design

Isometric 3D environment of floating islands with a lighthouse, beach cove, waterfalls and a tech plaza04

My 3D Environment

Isometric game concept board with a hero character, world map, enemy sketches and a game logo05

My Game Concept

Isometric illustration of a student team building a game together around laptops, a whiteboard and a holographic world06

My Team Prototype

Work they can show

STUDENTS DON'T ONLYCOMPLETE ACTIVITIES.THEY CREATE WORKTHEY CAN SHOW.

Programs are designed so that every session adds to something a student can point to — and share with the people who matter next.

  • Families
  • Teachers
  • Employers
  • Training Programs
  • Future Collaborators
  • 01

    VR worlds

  • 02

    Game concepts

  • 03

    Game characters

  • 04

    Level designs

  • 05

    3D environments

  • 06

    Team prototypes

  • 07

    Pitches

  • 08

    Presentations

  • 09

    Digital projects

PROGRAM WORLD 02 · LOVE LIKE CRAZY MOVES

MOVE.CREATE.TAKE UP SPACE.

Love Like Crazy Moves gives students a joyful space to explore movement, rhythm, confidence, creativity and self-expression.

A line of teenagers rehearses a dance routine in a school gym while an instructor leads from the front
A circle of students in a gym cheers as one classmate dances in the center

A session, in six beats

  1. 1HEAR IT
  2. 2FEEL IT
  3. 3MOVE
  4. 4CREATE
  5. 5PERFORM
  6. 6CELEBRATE

THE ENERGYMETER.

What a session turns up — conceptually, not statistically.

CONFIDENCEMAX
COORDINATIONMAX
CREATIVITYMAX
TEAMWORKMAX
SELF-EXPRESSIONMAX
THE EXPERIENCE

SOME STUDENTS

THINK WITH THEIR HANDS.

SOME WITH THEIR BODIES.

SOME WITH A CONTROLLER.

SOME WITH A STORY.

WE BUILD SPACES FOR ALL OF THEM.

VRDrawingCodingDancingTalkingBuildingPresentingCollaborating
Students build structures with wooden blocks while a classmate explores in a VR headset in the background
A student stands in front of the room and presents his idea to judges and classmates
Three students crowd around one laptop, laughing as they play-test a game
Hands. Bodies.
Controllers. Stories.

ONE SESSION,EIGHT FRAMES.

  1. FRAME 01

    ARRIVE

    Students enter.

    Music playing.

    Technology waiting.

    Something new on the screen.

  2. FRAME 02

    DISCOVER

    Instructor introduces today's challenge.

  3. FRAME 03

    TRY

    Students experiment.

  4. FRAME 04

    FAIL

    Something doesn't work.

  5. FRAME 05

    TRY AGAIN

    They change it.

  6. FRAME 06

    MAKE

    The idea begins becoming real.

  7. FRAME 07

    SHARE

    Students show each other what they created.

  8. FRAME 08

    CELEBRATE

    The experience ends with something they can point to and say:

    I MADE THAT.

01
08

DAY 01 →FINAL DAY.

Illustrative student journey

Student

Level 1 of 6

🥽

This is an illustrative journey, not a specific student.

  1. DAY 01

    “I've never used VR.”

  2. DAY 03

    Explores a virtual environment.

  3. DAY 05

    Sketches a game concept.

  4. DAY 07

    Builds a digital environment.

  5. DAY 10

    Tests a prototype.

  6. FINAL DAY

    Presents their creation.

    A student presents his slides to a judges' table

THEY'RE HAVING FUN.THEY'RE ALSO LEARNING A LOT.

Hover or tap a card to see the learning underneath.

WINDOWS INTOPOSSIBLE FUTURES.

Not career prep. Career discovery — a first look through a lot of doors.

Illustrated game designer with a tablet, headset and floating level designsA door to

GAME DESIGNER

Illustrated 3D artist holding a laptop and stylus beside modeling booksA door to

3D ARTIST

Illustrated VR developer in a headset touching a holographic interfaceA door to

VR DEVELOPER

Illustrated animator with a stylus and a tablet showing a running characterA door to

ANIMATOR

Illustrated engineer with tools, a tablet and a holographic gear blueprintA door to

ENGINEER

Illustrated founder holding a laptop and coffee beside business dashboardsA door to

ENTREPRENEUR

Illustrated creative director with a paint-splattered jacket and a design tabletA door to

CREATIVE DIRECTOR

Illustrated content creator with a camera gimbal, ring light and laptopA door to

CONTENT CREATOR

Illustrated technologist touching a holographic data screen while holding a laptopA door to

TECHNOLOGIST

Illustrated designer with a stylus, sketchbook and sneaker design boardsA door to

DESIGNER

FOR SCHOOLS & PARTNERS

MAGICALFOR STUDENTS.PRACTICALFOR SCHOOLS.

BlackMuse brings the whole program — people, plan, and equipment — so your team can focus on students.

  1. CURRICULUM
  2. INSTRUCTOR
  3. EQUIPMENT
  4. PROGRAM DELIVERY
  5. STUDENT EXPERIENCE
  6. PROJECT / OUTCOME

Flexible Scheduling

Programs shaped around your calendar.

On-Site Programming

We come to your school or site.

Structured Lessons

Every session has a plan and a goal.

Hands-On Activities

Students do, not just watch.

Equipment-Based Experiences

Headsets, laptops and materials included.

Age-Appropriate Curriculum

Matched to the group in the room.

Project-Based Learning

Sessions build toward something real.

Program Documentation

Session records and student projects.

PROGRAMFORMATS.

AFTER SCHOOL

Sessions (illustrative)

Session counts and cadence are shaped with each school — the grid shows relative shape, not a fixed schedule.

THE EXPERIENCEGROWS WITH THEM.

YOUNGER STUDENTS

EXPLORE

  • Play
  • Movement
  • Storytelling
  • Technology Discovery

MIDDLE GRADES

CREATE

  • Design
  • Game Concepts
  • Creative Challenges
  • Collaboration

OLDER STUDENTS

BUILD

  • Technology
  • Project Development
  • Career Exploration
  • Leadership
A BlackMuse instructor tries on a VR headset beside a seated student in a school commons

THE TECHNOLOGYIS ONLY PARTOF THE EXPERIENCE.

  • GUIDE.
  • ENCOURAGE.
  • CHALLENGE.
  • LISTEN.
  • CREATE WITH THEM.

BlackMuse instructors create spaces where students are encouraged to experiment, ask questions, solve problems and make something of their own.

WE DON'T NEEDA FUTURISTIC LAB.WE BRING ONE.

An ordinary empty school multipurpose room
The same kind of room turned into a BlackMuse session: students on soft seating watching a classmate present a game build on the big screen
BEFORE
AFTER
  1. 1. Desks move
  2. 2. VR headsets appear
  3. 3. Laptops open
  4. 4. Materials arrive
  5. 5. Lighting changes
  6. 6. Screens activate
  7. 7. Projects appear

SAME ROOM. DIFFERENT WORLD.

WHERE WE ARE

TWO STATES.6 MARKETS.23+ SCHOOL SITES.

Tacoma, WA • Compton, CA • Lynwood, CA • Paramount, CA • Moreno Valley, CA • Rio School District, CA

Tacoma, WA

7 partner sites

  • Arlington Elementary
  • Boze Elementary
  • Fern Elementary
  • Helen Elementary
  • Lister Elementary
  • Lowell
  • DeLong

VR & Game Design and Dance Like Crazy Moves; DeLong confirmed for Tuesday/Thursday programming in 2026–27.

PROGRAM & COMMUNITY PARTNERS

  • Think Together
  • Greentrike
  • Parks Tacoma
  • Tacoma Public Schools
  • Living Arts Cultural Heritage (LACH Foundation)
  • DSHS — Washington State Department of Social and Health Services
PROOF & PURPOSE

THE PROJECTGALLERY.

BlackMuse students, pitches and projects from real showcases and sessions. The 3D Creation and Movement frames are illustrative until program photos from those worlds are gathered.

Inside a student-built VR world: floating islands and a giant cat-shaped boss seen through the headset
VR WORLDS
A student presents his own game, Sly Virtual Games, on the projector
GAME DESIGN
A student sculpts a low-poly 3D island on a laptop in a school library
3D CREATION
A student mid dance move in a school multipurpose room, classmates practicing behind her
MOVEMENT
Three students hold up their hand-drawn project poster
TEAM PROJECTS
A student presents a product and service slide to a full room
PRESENTATIONS
A student pitches Real Life Simulator with a hand-drawn logo on screen
STUDENT IDEAS
A student explains his game's battle mechanics on a classroom screen
GAME PITCHES

SEE WHATTHEY BUILT.

Captured inside the headset — worlds students designed, built and shared.

VR WORLD BUILD

A floating island world with a giant cat-shaped boss — built and explored in the headset.

EXPLORABLE ENVIRONMENT

A low-poly outdoor world you can walk through — terrain, trees and sky placed by hand.

MULTIPLAYER WORLD

A colorful shared plaza with avatars and interactive objects — built for other people to visit.

PLAYFUL DOESN'T MEANPURPOSELESS.

Documented program reach across Washington and California. Outcome rates and student counts beyond these records will be added as they are verified.

PARTNER SCHOOL SITES

COMMUNITIES / MARKETS

STATES

STUDENTS IN ONE PILOT

SITE-HOURS IN ONE PILOT

SHOWCASE GROUPS

REALSTORIES.

Documented partnerships and student showcases. Bracketed fields are still being gathered.

A student puts on a VR headset in a school hallway
THINK TOGETHER · CALIFORNIA

Think Together — Compton → Lynwood, Paramount, Moreno Valley, Rio

Program:
VR, Game Design, Robotics & STEAM Enrichment
Students:
75 students in the initial three-school pilot (25 per site)
Duration:
7 days × 2 hrs per pilot school · Paramount: 11 weeks, 2 days/week, 2 sessions/day

Challenge

Turn a compact three-school pilot into a repeatable program districts want to bring back.

Experience

The relationship expanded into additional California school systems and communities, including Lynwood, Paramount, Moreno Valley and Rio School District. At Paramount, BlackMuse operated across Jackson Middle School, Zamboni, Paramount Park and Alondra; at Moreno Valley sites, programming expanded into VR, game development and robotics for elementary-age students.

Student work

Virtual reality worlds, games, robotics builds, digital products and entrepreneurship concepts — made, not just consumed.

Outcome

A three-school pilot grew into a multi-region partnership.

"AMAZING!! I have had nothing but great reviews from both PLs and the SPM." — Isabel Lupio, Think Together
A student receives a prize box from a judge at the Youth Shark Tank
STUDENT PROJECT SPOTLIGHT

Washington + California school teams

Program:
Youth Shark Tank
Students:
12 school & program groups · 9 named schools in the final schedule
Duration:
June 2026 · $500 prize pool — $300 first, $150 second, $50 third

Challenge

Give students a real audience — and real stakes — for their own ideas.

Experience

Students worked on collaboration, presentation skills, creative problem-solving and entrepreneurship before presenting their ideas in a Shark Tank-style showcase to families, partners and supporters.

Student work

Games, robots and creative ideas pitched Shark Tank-style to families, partners and supporters.

Outcome

We don't just teach students to use technology. We give them something to build, own and present.

"Congratulations on what I'm sure will be another exciting event!" — Erika Kerr, Greentrike
EXPANDED LEARNING PROGRAM

Tacoma Public Schools — Arlington, Boze, Fern, Helen, Lister, Lowell, DeLong

Program:
Tacoma 2026–27 Expansion
Students:
Multiple offerings
Duration:
DeLong confirmed Tuesday/Thursday

Challenge

Grow from single-site VR clubs to a district-wide menu of after-school offerings.

Experience

VR / Game Design + Dance Like Crazy Moves across Tacoma elementary and middle schools.

Student work

Student-built VR worlds and games plus Dance Like Crazy Moves performances.

IN THEIRWORDS.

PARTNER VOICE · THINK TOGETHER
AMAZING!! I have had nothing but great reviews from both PLs and the SPM.
Isabel Lupio, Think Together
That's why I enjoy the program.
BlackMuse Student · VR + Game Design
I had fun, and I learned a lot from the experience.
BlackMuse Student · VR + Game Design
It's really fun. I learned a lot.
BlackMuse Student · VR + Game Design
We got to create our own game with BlackMuse.
BlackMuse Student · VR + Game Design

FOURPERSPECTIVES.

STUDENTS SEE

A place to experiment.

SCHOOLS SEE

Structured enrichment.

FAMILIES SEE

New possibilities.

BLACKMUSE SEES

Young people discovering what they can do.

WE DON'T BELIEVETHE FUTURE SHOULDONLY BE SOMETHINGYOUNG PEOPLEHEAR ABOUT.

THEY SHOULD GET TO TOUCH IT.

BUILD IT.

QUESTION IT.

PLAY WITH IT.

MAKE IT THEIR OWN.

THAT'S BLACKMUSE.

School FAQ

Questions schools ask

START HERE

BRINGBLACKMUSETO YOUR SCHOOL.

Tell us about your students, your schedule and the experience you want to create.

We'll explore what a BlackMuse program could look like in your school or community.

We only use this to reply to your inquiry.

A packed room of students and families watches a young presenter at the Youth Shark Tank showcase
  • IMAGINE.
  • MAKE.
  • MOVE.
  • BUILD.
  • DISCOVER.

THE FUTUREDOESN'T STARTSOMEDAY.

IT STARTSAFTER SCHOOL.