The Crayon Cabin
Confidential · 2026
◆   LIGHT QUEST   ◆

Faith deserves
better storytelling.

A flagship title from The Crayon Cabin
Prepared for partners & investors
LIGHT QUEST· I · The Opening
02
The gap

Families are no longer choosing what is best.
They are managing a compromise.

Christian families today are navigating a quiet but constant tension between what is safe and what is genuinely engaging.

Parents should not have to
01
Skip scenes mid-show.
02
Pre-screen every piece of content.
03
Choose between what is safe and what is engaging.
And yet — this is the norm.
LIGHT QUEST· I · The Opening
03
The real problem

Three gaps compound at exactly the wrong moment.

01
Content gap

Entertainment that doesn’t align with family values.

02
Formation gap

Play and products with little formative intent.

03
Guidance gap

Limited trusted help on how media shapes children.

Disengaged teens. Distrusting parents. Compromised choices.
LIGHT QUEST· I · The Opening
04
The decisive window
1217
The age range that decides the rest

In these five years, identity forms, beliefs solidify, and influence peaks.

Identity
forms
Beliefs
solidify
Influence
peaks

Most content shaping this window is value-neutral, value-conflicting, or disengaging when faith-based. We're here to change that equation.

LIGHT QUEST· II · The Case
05
Why now

The gap is widening,
and the window is closing.

01
Youth audiences expect immersive, high-quality experiences.
02
Passive, preachy formats are losing relevance, fast.
03
Media is shaping identity faster than ever before.
04
Faith-based content has not kept pace.
LIGHT QUEST· II · The Case
06
The insight

This generation does not want to just watch.
They want to participate.

From
Observation
Information
To
Participation
Experience
LIGHT QUEST· III · The Platform
07
The solution

We are not building a show.
We are building an ecosystem.

TGC
◆ Flagship
The Game Cabin
Interactive entertainment

Cinematic, high-stakes game shows built on Scripture.

TTC
The Toy Cabin
Product & play extensions

Faith-inspired toys that tell stories and build character.

CATC
Conversations at the Cabin
Parent trust & guidance

Tough conversations on culture, media, and parenting.

A platform for how families engage: Content. Play. Belief.
LIGHT QUEST· III · The Platform
08
The wedge

Light Quest is
our flagship.

A cinematic Bible game show for ages 12–17, built on four pillars that turn Scripture from something studied into something experienced.

Knowledge
the foundation
Speed
the pressure
Strategy
the edge
Decisions
the character
Light Quest arena stage
LIGHT QUEST· IV · The Experience
09
Differentiation

This is not a traditional show.
It is an arena.

01
High-stakes gameplay.
02
Real-time decisions.
03
Competitive tension.
04
Visually immersive design.

Contestants don't just answer questions. They think under pressure, take risks, and weigh consequences — on camera, in real time.

◆ The Light Towers — your score, made visible
LIGHT QUEST· IV · The Experience
10
The format

Three rounds. One champion.

ROUND 01
The Search
LED Book Field

Run to the Book. Name the chapter. Earn the Word.

ROUND 02
The Build
Podium Island

Reconstruct scrambled verses under stage-light pressure.

ROUND 03
The Risk
Light Towers

Wager earned tokens on high-difficulty questions.

LIGHT QUEST· IV · The Experience
11
The stakes mechanic

Earn tokens.
Watch the light rise.

Every contestant's score becomes a column of light. The higher you take it, the more you win — and the more the audience feels it.

Champion prize
Tokens × ₦10,000
Light Tower prize
50+ tokens × ₦6,000
Season 1 prize pool
₦15,000,000+
in total contestant prizes across the season.
LIGHT QUEST· IV · The Experience
12
Beyond entertainment

Spiritual formation
+ life skills.

Light Quest is designed so every round develops a skill that matters — on-camera, in classrooms, and in life.

What Light Quest develops
01
Biblical literacy
02
Critical thinking
03
Risk assessment
04
Decision-making under pressure
05
Confidence and resilience
LIGHT QUEST· V · Market
13
Market opportunity

A global audience — underserved in every market we touch.

01
2.4B
Christians globally

The largest belief community on earth.

02
685M
Christians in Africa

Africa is Christianity's fastest-growing continent.

03
33M+
Nigerian teens (10–19)

A home market larger than most European nations.

Scale path: Nigeria  Africa  Global.
Sources: Pew Research · Nigeria NPC projections
LIGHT QUEST· V · Market
14
Who we serve

Two audiences. One ecosystem.

For families & the future
Parents

Tired of fighting algorithms for their kids’ attention.

Teens

Craving competition, connection, and real fun.

Kids

Looking for toys that spark imagination and belief.

Homes

Seeking world-class entertainment that builds character.

For partners & builders
Investors

Ready to shape the infrastructure of belief.

Churches

Needing relevant tools for modern youth ministry.

Brands

Building with integrity, safety, and purpose.

Creators

Wanting to tell stories that actually matter.

LIGHT QUEST· V · Market
15
Where we sit

A category of one.

Production quality →
Interactivity →
Sunday school media
Faith docuseries
Secular game shows
Faith apps & trivia
Light Quest

No one sits where we sit: cinematic production quality, genuinely interactive, unapologetically faith-first, designed for teenagers who grew up with phones, not pews.

Cinematic.
Broadcast-grade arena, LED floor, light towers.
Interactive.
Scripture turns into geography — you run, build, risk.
Faith-first.
Bible knowledge is the mechanic, not the afterthought.
LIGHT QUEST· VI · Business
16
Business model

Flagship drives attention.
Ecosystem drives lifetime value.

01 · ENTERTAINMENT
Near-term
The flagship
revenue stack.
01Distribution deals
02Sponsorships
03Live experiences
04Format licensing
02 · ECOSYSTEM
Compounding
The lifetime-
value engine.
01Merchandise (TTC)
02Parent platforms (CATC)
03Future IP expansion
LIGHT QUEST· VI · Business
17
Revenue mix

Six streams.
One flywheel.

Illustrative steady-state mix. Distribution + sponsorship carry early; ecosystem streams compound into year two and beyond.

01
Distribution
Streaming, broadcast, and syndication deals.
35%
02
Sponsorships
Category-exclusive partners across 6–8 segments.
25%
03
Format licensing
International format adaptations (Africa → global).
15%
04
Merchandise (TTC)
Toys, gear, and faith-led play products.
12%
05
Live experiences
Live tapings, tournaments, school & church activations.
8%
06
Parent platforms (CATC)
Podcast sponsorships and premium content.
5%
LIGHT QUEST· VII · Where We Are
18
Traction

Already in motion.

01
Website ecosystem
Built & live
thecrayoncabin.com
02
Gameplay system
Developed
Three-round format, scoring, Light Towers
03
Product architecture
Defined
TGC · TTC · CATC
04
Format documentation
Locked
Rules, safety protocols, parent consent flow
05
Execution
In progress
Pre-production underway
LIGHT QUEST· VII · Where We Are
19
The path forward

From flagship to franchise — in four phases.

Q2–Q3 2026
Production
  • Final casting & host selection
  • Set design & fabrication
  • Shoot Season 1 (12 episodes)
Q4 2026
Launch
  • Marketing push & premiere
  • Secure initial distribution
  • Activate sponsor partners
2027
Scale
  • Season 2 greenlight
  • TTC product drop #1
  • CATC podcast launch
2028+
Expand
  • Format licensing (Africa)
  • International co-productions
  • Platform IP expansion
LIGHT QUEST· VII · Where We Are
20
The team

Built by a founder with a single thesis: play is the first language of belief.

Evans Osinaike – Founder
Evans Osinaike
Founder & creative lead
“Play is the first language of belief. It is how we learn who we are, and who we can become.”
In my experience
Creative direction

Brand, product & narrative systems.

Content production

Shows, films & long-form storytelling.

Youth & ministry

Engaging the next generation at scale.

Founder operations

Building The Crayon Cabin ecosystem end-to-end.

Supported by a production team assembling broadcast, design, and ministry experience — and a partner bench we are actively extending.

LIGHT QUEST· VIII · The Ask
21
The ask
We are raising
80M
≈ USD 55,000 · Seed · Strategic partners
To achieve
01
Produce

Produce and launch Light Quest, Season 1.

02
Quality

Achieve high-quality, broadcast-grade market entry.

03
Distribution

Secure early distribution across platforms.

LIGHT QUEST· VIII · The Ask
Total · ₦80M22
Use of funds

Deploying capital across quality, experience, and launch readiness.

All figures in ₦ millions
01
Set design & build
Cinematic, high-impact arena experience.
20M
02
Contestant prizes & awards
Stakes, excitement, and participation appeal.
15M
03
Production (crew, filming)
Broadcast-level execution.
12M
04
Post-production
Editing, sound, and visual finishing.
8M
05
Talent recruitment
Hosts, contestants, on-screen excellence.
7M
06
Contingency
Execution stability and flexibility.
7M
07
Marketing & launch
Audience acquisition and distribution push.
6M
08
Operations & logistics
Coordination, planning, production support.
5M
Total
₦80M
LIGHT QUEST· IX · Partnership
23
Why the right partner matters

The most powerful ventures sit at the intersection of purpose, culture, and scale.

Purpose

A first-of-its-kind format in the faith-based teen space.

Culture

Designed to shape identity, build community, expand across regions.

Scale

Scalable content IP: sponsorships, licensing, ecosystem growth.

We are seeking investors who bring not just capital, but strategic insight, long-term thinking, and the ability to help scale vision into the reality it already is.
The Crayon Cabin
Closing
◆ ◆ ◆

Faith deserves
better storytelling.

Now is the moment to build it — and to be part of it.
The Crayon Cabin
Download PDF
Start a conversation