Frequently asked questions
Can different teams in a studio get different English training?
Yes. The programme is assembled from role blocks (for developers, QA, artists, designers) plus shared blocks like meetings and presentations, and the studio pays only for the blocks each team needs.
Why does one general English course fail in a game studio?
Because the language changes with the job. Code review, art feedback, balance discussions, and milestone updates are different situations, and a general course trains none of them.
How do you handle mixed levels in one group?
By design: stronger speakers take the demanding roles in role-plays, newer speakers get sentence starters and prep time, and the support fades as they progress.
What does a lesson look like?
Task-based and speaking-heavy. In task-based activities, correction usually follows the speaking task so the learner can finish communicating first.
How do you measure whether the training worked?
Two ways: CEFR movement and a before-and-after on the real tasks, like clearer bug reports, rather than one final score.
Is this affordable for a large studio?
The block system keeps it reasonable at scale: shared blocks are reused across teams, so the cost per head stays manageable even across several roles.