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Azimut Games

Learn by moving, progress by playing.

Azimut Games designs educational games for families, schools, clubs and leisure centres: at home, in the classroom and outdoors.

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Azimut Games

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Our Story

Azimut Games was born from a simple question: what if we learned better by playing?

Azi, the Azimut Games mascot

An idea born in the field

The idea for Azimut XL came during Vincent Merveille’s orienteering instructor training at ADEPS, in collaboration with the FRSO. Discovering the discipline raised a question: what if orienteering, strategy and play could fit in a single box?

Since then, more than two years of spare time have gone into it: dozens of hours of thinking, prototypes and trials in the field. The goal has not moved an inch: to create a game that gets people moving, thinking, cooperating and, above all, sharing good moments.

“What I am really after is teaching through play. A child learning without ever feeling like they are revising.”

Vincent Merveille, founder of Azimut Games

Learning by moving

Our games are played standing up, on the ground, outdoors. They work on spatial awareness and the cardinal points without ever feeling like revision.

A tool for schools

Every game is designed to fit in a playground as well as a leisure centre, and was tested in class by teachers before its release.

Accessible to all

Azimut XL is translated into eight languages, and the material is meant to be readable without a language barrier. A game should bring people together, not sort them.

The Azimut Games team

One starting idea, and many people who made it playable.

🧭

Vincent Merveille

Founder & author

Behind the concept and every game in the range.

🎨

Alexandra Gagné

Illustrator

Brought the visual world of all Azimut Games titles to life.

⚙️

Vincent Sélenne

Production, Art of Games

Supports the project on every technical aspect of manufacturing.

📖

Jean-Pierre Malisse

Rules editing

Made the rules simple, clear and accessible.

A collective adventure

Azimut XL is the result of real teamwork. Many hands touched it before the box existed.

Field testing

Gene and Philippe, from the FRSO, brought their orienteering experience to the first tests and suggested many improvements.

The teaching perspective

Claire, Anne-Catherine and Eléa, primary school teachers, tested the game in class so that it would find its natural place at school.

The translations

Caro, Sara and Claire made the game accessible to an international audience by translating the rules.

The video

Alexander directed the clip that introduces Azimut XL to the widest audience.

And a special thank you to the families, teachers and activity leaders, notably from ADEPS, who agreed to test the prototypes. Their feedback shaped the game at every stage.

Want to give it a try?

Discover the games, or write to us for a group order for a school, a club or a leisure centre.

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