Toonz Media Group, BLKBX Originals, and MVP Kids Media have announced a partnership to produce a new 3D-animated children’s series based on the MVP Kids book and curriculum collection, according to a Toonz Media Group announcement and a report in Animation Magazine. The series, planned as 52 episodes of seven minutes each, will be accompanied by a companion Roblox game built around the same characters and settings, with the project set to debut at MIPCOM in October.
What the Partnership Entails
The deal brings together three companies with distinct roles. Toonz Media Group, led by CEO P. Jayakumar, is the production studio bringing the series to screen in 3D animation. BLKBX Originals is the content partner on the project, with President and Co-Head Frank Donner and VP and Co-Head of Content Emerson Machtus involved in development; Machtus is serving as producer. MVP Kids Media, founded and led by Mel Sauder, is the brand owner supplying the underlying intellectual property, the MVP Kids book and curriculum line that the show is adapting for television.
Beyond the animated series itself, the partnership also covers an accompanying Roblox game. According to the Toonz Media Group announcement, the game will feature the characters, settings, and themes from the series, giving young audiences a second, interactive way to spend time with the MVP Kids world alongside the show. The companies have set MIPCOM, the television industry’s largest annual market, as the venue for the project’s debut in October. This kind of day-one games tie-in mirrors the wider convergence Vitrina has tracked in how gaming and entertainment are converging in 2026.
The MVP Kids Curriculum and Its Focus on Diversity and Individuality
MVP Kids started as a books-and-curriculum brand built around character education, and that foundation is central to what the new series is adapting. The brand’s existing material centers on a cast of diverse characters designed to help children see themselves reflected in stories about difference, belonging, and self-acceptance, rather than pressure to conform to a single mold.
In comments accompanying the announcement, MVP Kids founder Mel Sauder said the project “underscores our commitment to empowering young minds to explore their unique potential.” That framing carries through into the stated goals for the animated series: episodes are meant to help children build character and a sense of unique identity, while fostering a feeling of belonging and value among viewers who watch the diverse cast of MVP Kids characters navigate their own differences.
Because the source material was originally built for classroom and curriculum use rather than pure entertainment, the series adaptation effectively carries an existing educational framework into a broadcast and streaming format, rather than starting from a blank slate. That places it alongside other IP-driven animation strategies covered in Vitrina’s animation business trends for 2026.
Why a Cross-Media Strategy Matters for Kids’ IP
Pairing a television series with a Roblox game on day one, rather than treating gaming as an afterthought, reflects a broader shift in how kids’ entertainment franchises are built. Roblox has become one of the largest destinations for children and pre-teens to spend time online, and launching a branded experience there alongside a linear or streaming series gives an IP owner a second engagement channel that doesn’t depend on a child sitting through a broadcast schedule.
For a curriculum-based brand like MVP Kids, this matters in a specific way: a game environment lets kids interact with characters and themes at their own pace, in a format many of them already use daily, which can reinforce the same character-education messaging the books and curriculum were built to deliver. It also gives the franchise two separate points of discovery, a family watching the series can be pointed toward the game, and a child playing the game can be introduced to the show, which is a more resilient distribution strategy than relying on a single platform or format to carry an IP’s growth. Vitrina’s breakdown of multi-platform IP monetization across gaming, merchandise, and publishing rights covers the same logic applied to anime franchises.
This kind of pairing has become increasingly common among kids’ entertainment properties looking to extend their reach, since it lets a single set of characters and themes generate multiple, mutually reinforcing touchpoints with the same audience rather than competing formats, a pattern also visible in the licensing strategies outlined in top content licensing trends shaping the industry in 2026.
Implications for Studios and IP Owners
The Toonz/BLKBX/MVP Kids deal is a useful data point for studios, production companies, and brand owners evaluating how to structure their own multi-platform plans for children’s content. A few elements of the structure stand out. First, the roles are clearly divided among a production studio, a content and development partner, and the brand owner, which is a template other rights holders sitting on an existing book, curriculum, or IP library can look to when they lack in-house production or game-development capability of their own. Second, the choice to reveal the project at MIPCOM signals that the partners are positioning the series for international distribution and licensing conversations from the outset, not just a single home market.
For production companies and content decision-makers tracking where children’s IP is headed, the pairing of a linear/streaming series with an owned Roblox experience is worth watching as a repeatable model: it shows how an existing brand with built-in educational credibility can be extended into new formats without diluting its core message, and it illustrates the kind of multi-company deal structure increasingly used to get niche or purpose-driven kids’ IP in front of a global audience. Studios sourcing animation production capacity for similar projects can compare options through directories like top animation companies in Korea and the worldwide directory of 3D animation studios, and track collaboration models in Vitrina’s global animation collaboration opportunities coverage and the streaming distribution context in Netflix vs Amazon Prime Video: A Strategic Comparison.



