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Case study

A wildlife learning game for children

  • Live · wildlifelookout.org
  • Audit to public launch

Wildlife Lookout is a learning game where children explore ecosystems and find the animals living in each one. We audited the Lovable project, made every screen work on phones and tablets, closed the open bugs, added animal calls to the cards, and took Champions for Wildlife through to the public launch.

The Wildlife Lookout welcome screen on a desktop: a painted treehouse beside a stream, two deer, and a card that reads Welcome to the Wildlife Lookout with a Climb the Tree button.
The same welcome screen on a phone, with the heading on two lines and the button at full width.
Status Live
Screens Responsive
Public launch July 2026
Stack Lovable + Vercel

The brief

Audit, fixes, mobile, and sound admin

We audited the Lovable project, closed the open bugs, made every screen work on phones and tablets, and added sound management in admin so the team can attach animal calls without another build.

  • Audit
  • Bug fixes
  • Mobile & tablet
  • Sound admin
  • Launch support

How we framed it

Price the real blockers first. Then fix phones and tablets, clear the bug list, and put sounds where the team can manage them.

The audit set the order and the quote. Nothing else started until those were agreed.

How the game works

Explore, find, and learn

Children leave the treehouse, choose an ecosystem, and search each illustrated scene for hidden animals. Opening an animal card reveals photographs, facts, and the animal's call.

What children can do

  • Choose an ecosystem from the valley
  • Move across wide scenes without losing hidden animals
  • Tap an animal to open its learning card
  • Read the facts and play the animal's call
The valley on a phone, with three ecosystem labels visible and arrows to reach the others.
The forest scene on a phone, showing the bear and the rattlesnake, with arrows to move across the scene.
An animal card open on a phone: Meet the American Black Bear, with photographs, facts, and paging controls.

Where we started

The audit came before the quote

The team arrived with a list of what they wanted done. The audit told them which items were actually blocking the launch, and what each one would cost, before any money was committed.

The Lovable project

The project and the code inside it, not only the running site. Where the build had drifted from what the team thought it did.

How it fits together

Treehouse, valley, five ecosystems, animal cards. Which pieces share layout code, so one fix lands in every place that uses it.

Launch blockers

What had to close before the public link went out, kept apart from what could safely wait until after it.

Their priority list

The work they had already asked for, checked against what the audit found, with a price per item before anything began.

Before and after

What changed

How much of the platform a visitor on a phone can reach, and whether the team have anyone who can close a problem when one turns up.

Before this work
After this work
Layouts were sized for a desktop window. On a phone, the sides of every scene were gone.
Scenes, cards and buttons adapt to the width they are given, from a phone up to a wide display.
On a small screen, some of the ecosystems could not be reached at all.
Arrows step across the valley and across each scene, so every ecosystem and every animal is reachable.
The issues found during the soft launch were still open, with nobody in the organisation able to close them.
Every item on their list was fixed and checked on the device the problem showed up on.
The animal cards had no sound.
A tap on the animal plays its call, verified on real phones.
No one who could say what stood between the platform and a public launch.
Blockers named up front, work priced per item, and the platform live to the public.

Delivery

What we shipped

Four pieces of work, priced per item, in the order the audit put them.

  1. Responsive rebuild

    First pass
    • Layouts rebuilt so scenes fit a phone and a tablet, not only a desktop window
    • Content that ran past the edge of the viewport brought back on screen
    • Navigation between the five ecosystems reworked for a narrow screen
    • Shared layout code fixed once, so the change landed everywhere it is used
    • Checked on real phones, not only in a browser resized to look like one
  2. The fix list

    From the soft launch
    • The defects the team and their testers had logged, closed one at a time
    • Each fix checked on the screen size where the problem appeared
    • Nothing added outside the list we had agreed and priced
    • Anything bigger than it first looked raised before we spent on it
  3. Animal sounds

    The feature request
    • Each animal's call added to its card
    • Played by a tap on the animal, matching how the rest of the platform works
    • Checked on phone browsers, where the rules for audio are stricter
    • Nothing plays until someone chooses to play it, so it works in a classroom
  4. Launch support

    Through to going public
    • Consulting for a team that owns the product and does not write code
    • Answers in plain language, so the decisions stayed with them
    • The Vercel deploy checked before the link went public
    • Live at wildlifelookout.org, checked on real devices before the link went out

The result

Wildlife Lookout is live to the public, and it reaches its audience wherever they open it.

The platform

Every screen working from phone to desktop, the open issue list closed, and animal sounds on the cards.

The team

A non-technical team with a development partner who prices the work per item and explains every decision without jargon.

The launch

Blockers named in the audit, fixed in priority order, and checked on real devices before the public link went out.

Wildlife Lookout, its artwork and its teaching content belong to Champions for Wildlife.

Take your Lovable app to a public launch

We audit the project, tell you what stands between it and a public launch, and price each item before anything starts. Most of that work takes weeks, not a rebuild. You keep the product and the credit.

Before you launchWe audit the project and price the fixes.

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