Hi! Welcome!
In 2017, after journeying to the moon and back in the incredible Apollo 11 VR experience by our friends at Engage, I left inspired to pursue ideas at the intersection of spatial computing and education. That exploration led to the creation of a VR science sandbox prototype known today as Tablecraft, from which this studio then emerged.
🚧 This page is work-in-progress. 🚧
Rafael Brochado

Co-Founder
VR in the classroom
Engaging the whole class
By late 2019, we understood that to ensure whole-class participation in VR-centric activities, we'd have to find engaging ways for students who are not in VR to interact with the students that are in VR. So we asked ourselves: what if we turned the most engaging (and distracting) tools students already have access to (i.e. their phones and laptops) into the tools with which they can participate in the classroom VR activities?
We decided to test a brand new hypothesis that we had never seen tested in the classroom: asymmetric local VR multiplayer.
1. A group of 8 students in VR using untethered (Meta Quest) headsets in seated conditions, with minimal space requirements ✅
2. The rest of the class using traditional mobile devices to connect, interact and collaborate with their peers in VR ✅
3. A happy teacher ✅

companion app
Tablecraft's free companion app, designed for traditional desktops and mobile devices, allows users on non-VR devices to seamlessly connect with VR labs on the same Wi-Fi network through local peer-to-peer, so no actual internet connection required! In the classroom, this allows educators to not only monitor and guide the students in VR, but also include the rest of the class in the VR activities.
Non-VR participants can navigate and interact with each VR lab by embodying a virtual drone, which VR users can also see and interact with. This fosters a sense of communal engagement, reducing the feeling of VR isolation and promoting collaborative play.
Join VR Labs with non-VR devices

alleged accomplices
In the 30 years I've been teaching, I've taught 6th and 8th grade science. I believe Tablecraft is effective at engaging students who aren't passionate about the classroom environment. I tried to make sure that all of my less-engaged students gave the game a try, so they could get a different perspective on the subject matter. Of particular note was the effect on a couple of students who at first were apprehensive about trying the game but then could not stop playing it, and afterwards asked for a further explanation of some of the concepts they had just been exposed to in virtual reality.
My students who have learning disabilities and the ones who are normally hardest to motivate were especially engaged. They clearly felt included, and I heard them talking about wanting to buy Tablecraft and play it at home, which to me was amazing... after all, they were talking about a science program! I think Tablecraft can offer a lot of value. Even if it was just a monthly reward type of activity to motivate the students, or to reinforce the concepts, I think it would be fantastic. I can't wait to have my students use Tablecraft again!
As an 8th grade science teacher, one of the universal challenges I see in my field is engaging 100% of the class in the subject matter. Students are reluctant to learn concepts in science, like the Periodic Table, as it seems confusing and irrelevant to them. Remarkably, when my students got to play Tablecraft, many of my least engaged students were as excited as those whose attention I never have trouble with! Days after the game testing session, students are still talking about Tablecraft and commenting on their experiences. Bottom line, we want Tablecraft in our curriculum!
witness testimonials
As an 8th grade science teacher, one of the universal challenges I see in my field is engaging 100% of the class in the subject matter. Students are reluctant to learn concepts in science, like the Periodic Table, as it seems confusing and irrelevant to them. Remarkably, when my students got to play Tablecraft, many of my least engaged students were as excited as those whose attention I never have trouble with! Days after the game testing session, students are still talking about Tablecraft and commenting on their experiences. Bottom line, we want Tablecraft in our curriculum!
In the 30 years I've been teaching, I've taught 6th and 8th grade science. I believe Tablecraft is effective at engaging students who aren't passionate about the classroom environment. I tried to make sure that all of my less-engaged students gave the game a try, so they could get a different perspective on the subject matter. Of particular note was the effect on a couple of students who at first were apprehensive about trying the game but then could not stop playing it, and afterwards asked for a further explanation of some of the concepts they had just been exposed to in VR.
My students who have learning disabilities and the ones who are normally hardest to motivate were especially engaged. They clearly felt included, and I heard them talking about wanting to get Tablecraft and play it at home, which to me was amazing... after all, they were talking about a science program! I think Tablecraft can offer a lot of value. Even if it was just a monthly reward type of activity to motivate the students, or to reinforce the concepts, I think it would be fantastic. I can't wait to have my students play Tablecraft again!
The addition of the iPads to interact with the kids in VR created a whole new level of excitement, where the entire class was engaged. In previous times when we've had VR demos at Creekside, when some of the kids were playing, all the ones not in VR were idle, due to the limited number of headsets. This is a concern even with more traditional teaching. If the kids are engaged in one activity, but they can't all be engaged in that same activity simultaneously, what are you doing with the other kids? I think you've made tremendous strides in fixing this issue for VR.
Tablecraft has been one of the most popular and engaging exhibitors at Otronicon. Our volunteers often report particularly long lines of both adults and children interested in playing it. We love the way you've turned the Periodic Table into something that's tangible, fun and interactive for students and visitors. Your work aligns excellently with our own ongoing efforts and mission to inspire science learning for life. The Orlando Science Center is proud to have such a wonderful partner that is enhancing STEM learning in our community. Thank you for supporting STEM education!
presskit
Florida Man Hacks Reality
In 2017, while studying at the Florida Interactive Entertainment Academy, Fulbright scholar Rafael Brochado began exploring ideas at the intersection of spatial computing and education. This pursuit led to the creation of a VR science sandbox now known as Tablecraft, from which Not Suspicious then emerged in 2018.
Press Coverage
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2025, Jan 23: Tablecraft Dev Talks Building Toward Apple Vision Pro
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2025, Jan 14: Tablecraft Promises 'Mad Science' VR This Week On Quest
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2021, Sep 1: FIEA Alumni Awarded $1 Million Grant for Upcoming Game
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2020, Jul 31: Introducing The 2019 Oculus Launch Pad Grant Recipients
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2019, Nov 5: Who Says Learning Is Boring?
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2019, May 22: Startup Turns Learning The Elements Into VR Game
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2019, Jan 23: Expo Highlights the Rise of VR in Educational Game Design
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2019, Jan 9: Expo Highlights Benefits of Video Games in Education
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2018, Dec 4: Not Suspicious steals award at Military Tech Conference
