When remote villages need help, who delivers? When climate solutions exist but need connecting, who makes it happen? The SEND IT! Squad—an elite team operating from The Hangout, a modified 747 powered by S.K.Y., an AI with personality.
They don't just deliver packages. They deliver hope, make connections, and discover the world's best solutions already exist—you just have to know where to look.
Premium Animation
Ages 7-12
22-Min Episodes
What Is SEND IT!?
Picture Mission: Impossible meets twelve-year-olds using parkour, diving, wingsuit flying, and creative problem-solving. Every episode takes place in a different country. Instead of "saving the day," the team learns local communities already have brilliant solutions—they just need someone to connect the dots.
It's adventure-first. Geography, culture, STEM concepts, and social-emotional learning weave in naturally. Kids don't realize they're getting smarter about the world—they just think it's the coolest show ever. Parents are quietly thrilled their kids ask "Where IS Mongolia?" and "Can we learn about traditional medicine?"
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Meet the Squad
WILDER (Marcus)
North American Strategist • African American/Cherokee • 12 years • Parkour
Fearless strategist learning courage without wisdom is just recklessness. From "I can do this alone" to "we're stronger together."
MERIDIAN (Mei-Lin)
Southeast Asian Navigator • Chinese-Malaysian • 11 years • Sailing
Learning the best plans leave room for the unexpected, from rigid control to flexible trust.
Learning softness is not weakness, healing takes courage, can hold breath for almost four minutes underwater.
EMBER (Embla)
Scandinavian Environmentalist • Norwegian/Sami • 12 years • Wingsuit Flying
Learning you can't pour from an empty cup, from burnout to sustainable activism, wingsuit flies through mountain passes like she was born with wings.
TERRA (Tierra)
South American Engineer • Quechua/Aymara, Chilean • 11 years • Mountain Biking & Technical Climbing
Learning failure is information not identity, from perfectionism to self-compassion, can calculate load-bearing capacity in her head while mountain biking downhill, greatest fear is her design failing and someone getting hurt.
Genius & chaos agent - if there's a drone to hack or system to bypass, they're on it. Can code while skateboarding—no one knows how. Learning from solo genius to team player, sometimes the best tech is no tech, asking for help isn't weakness.
The Hangout & S.K.Y.
The Coolest Headquarters in Animation
The Hangout is a modified 747 cargo aircraft—Millennium Falcon meets futuristic eco-base. Home, headquarters, and the key to getting anywhere in the world fast. Four decks connected by fire pole, running almost silently on solar power.
Flight Deck
Mission command center with holographic displays, S.K.Y.'s main interface, and 270° view that makes you feel like you're flying.
Living Deck
Six personalized sleeping pods, galley, common area with worn-in furniture and photos from past missions. This is home.
Massive space that's carried everything from medical supplies to a baby rhino to water filtration systems to traditional canoes.
S.K.Y. - Not Your Average AI
Strategic Knowledge Yielder runs The Hangout, coordinates missions, provides cultural context, translates languages, monitors vitals, and delivers perfectly timed sarcasm. But mostly? S.K.Y. is family.
Part mission commander, part caring parent, part excited learner, part comic relief. Worries when the team takes risks. Celebrates successes. Gently corrects cultural missteps. Learns alongside them—because even an AI doesn't understand everything until you've experienced it.
"Wilder, that's the third time you've attempted to jump first and strategize later. I admire your enthusiasm. I'd also like you to survive. How about we combine your courage with Meridian's planning? Revolutionary concept, I know." — S.K.Y.
How Episodes Work
Every episode is self-contained, but relationships deepen and lessons carry forward. You can watch in any order, but loyal viewers get rewarded with character growth and running jokes.
The Alert
Something needs delivering somewhere. Fast.
The Briefing
S.K.Y. presents the situation. Team plans. Roles assigned.
The Journey
Fly to location. Reality is always more complex than data suggested.
The Locals
Meet community. They're not waiting to be saved—they're already working on solutions.
The Complication
Environmental obstacle. Cultural misunderstanding. Time pressure. Character's fear becomes relevant.
The Collaboration
Team works WITH locals, not FOR them. Everyone brings expertise.
The Solution
Creative problem-solving using extreme sports skills + local knowledge + character growth.
The Delivery
Mission accomplished. Relationships formed. Lesson learned (but never stated out loud).
The Complication
Environmental obstacle. Cultural misunderstanding. Time pressure. Character's fear becomes relevant.
The Collaboration
Work WITH local experts. Learn their methods. Combine skills with local knowledge.
The "Send It" Moment
One character faces their specific fear and must commit anyway.
Honest reflection. What went well? What could be better? What did we learn?
Episode Examples
"Mountain Medicine" (Nepal)
Urgent Response Mission
The Mission
Avalanche cuts off Himalayan village from critical medical supplies. Moss must get insulin, antibiotics, and blood pressure medication to clinic in four hours—through avalanche-prone terrain at 4,500 meters altitude.
The Learning
Sherpa guides have navigated these mountains for centuries. High-altitude medicine includes traditional plant remedies Western science is only now studying. Sometimes the bravest thing is admitting you're terrified while doing it anyway.
Moss's "Send It" Moment: Crossing an ice bridge over massive crevasse while carrying all medical supplies. The bridge is barely stable. The team can't help. Moss must trust themselves.
"Water Ways"
Bangladesh → Netherlands
Innovation Connection Mission
The Netherlands struggles with increased flooding. Terra assumes they'll bring Dutch engineering expertise to Bangladesh. Instead, they discover Bangladesh's floating agriculture and flood adaptation techniques are exactly what the Netherlands needs.
The Discovery
The "developing" nation has better solutions than the "developed" one. Poverty doesn't equal lack of innovation.
Terra's Growth
Admitting to Dutch engineers her high-tech solution failed in testing, while traditional Bangladeshi method worked perfectly. Letting go of needing to be right.
"Wildfire Protocol" (Australia)
Environmental Challenge
Bushfire season. Ember arrives expecting to help with high-tech fire suppression. Aboriginal fire practitioners show her cultural burning—traditional controlled fires—prevents worse fires better than modern methods ever could.
The Team Learns: Indigenous people have managed fire in Australia for over 60,000 years. "Primitive" fire management is actually sophisticated ecological science. Western suppression tactics often make things worse.
Ember's "Send It" Moment
Standing up to fire officials who want to dismiss traditional methods, advocating for Aboriginal knowledge alongside modern tactics. Speaking truth to power.
"Coming Home"
Cultural Exchange Mission
The team helps return stolen indigenous artifacts from Western museums to their origin communities. Wilder struggles—don't museums "preserve" things better?
The Learning
Preserving artifacts physically while erasing their cultural and spiritual context is just another form of theft. Some things belong to the people they were taken from, period.
Wilder's Growth
Publicly admitting he was wrong about who "deserves" to keep cultural property. Letting go of colonial logic he didn't realize he'd absorbed.
The Takeaway
History has weight. What we think of as "preserving" might actually be harmful. Whose voices matter when deciding who owns culture?
"The Collapse" (Amazon Basin)
Character Growth Mission
Terra designs what she believes is the perfect water system for an indigenous community. It fails during testing. No one's hurt, but her "perfect" plan is useless. She spirals into shame and must learn failure isn't the end—it's information.
The Team Learns: Perfectionism is fear dressed up as standards. The local engineer's simpler design works better because it was designed WITH the community, not FOR them.
Terra's "Send It" Moment: Asking the community to teach her. Admitting failure publicly. Redesigning collaboratively. Accepting "good enough" is often enough.
Who This Is For
Ages 7-12 (But Really, It's For Everyone)
Ages 7-9
Pure adventure. Cool characters doing extreme sports. Visiting amazing places. Learning they can be brave even when scared.
Ages 10-12
Everything above, plus deeper emotional arcs, complex ethical questions, and realization they CAN make a difference in the world.
For Parents
Co-viewing that doesn't make you hide your phone. Kids learning geography, cultural awareness, problem-solving, emotional intelligence while you learn alongside them.
Why This Show Needs to Exist
Because Kids Are Anxious and They Need Hope
Today's kids are growing up with climate anxiety, political division, and constant news about everything wrong with the world. They feel helpless.
SEND IT! says: You're not helpless. You're powerful.
Not in a condescending "you're the future!" way. In a "here are kids your age doing incredible things RIGHT NOW" way.
Because the World Needs Bridge-Builders
We're living in a moment of deep division—nationalism rising, cultures clashing, us-vs-them thinking everywhere.
SEND IT! says: We're all connected. And that's our strength, not our weakness.
Every episode shows solutions flow in all directions. That innovation exists everywhere. That we're better when we learn from each other instead of assuming we already know best.
Because Representation Actually Matters
Most "global" kids' shows are still Western stories with diversity sprinkled on top. Or they're well-meaning educational content that treats other cultures like museum exhibits.
SEND IT! treats every culture as contemporary, complex, and capable.
No stereotypes. No "exotic" others. No savior narratives. Just real people living real lives, with wisdom and innovation and challenges and joy.
Authentic Representation
Kids from portrayed cultures will see themselves with dignity. All kids will learn what authentic representation looks like.
Because Learning Should Feel Like Adventure
Educational TV has a reputation for being... not cool. Kids know when they're being taught.
SEND IT! makes learning invisible.
Geography
Happens because you're flying there
Cultural Knowledge
Comes because mission requires it
STEM Concepts
Applied tools, not lectures
Social-Emotional Growth
Through characters kids care about
Because Extreme Sports Culture Deserves Better Stories
Action sports have huge youth appeal—
SEND IT! makes extreme sports about courage, capability, and self-expression.
The squad uses their skills to help people.
To overcome obstacles.
To prove to themselves they can do hard things.
It's not about being better than others—it's about being braver than you were yesterday.
The "SEND IT" Philosophy in Real Life
This isn't just a catchphrase—it's a mindset we want kids to adopt.
Physical "Send It"
Try the skateboard trick you've been scared of. Climb higher than you thought you could.
Emotional "Send It"
Tell your friend you're sorry. Admit you don't understand something. Be vulnerable.
Intellectual "Send It"
Challenge your assumptions. Ask questions. Be willing to be wrong.
Social "Send It"
Speak up when something's not right. Defend someone being picked on. Use your voice.
The core truth: You can be scared AND do it anyway. That's what courage actually is.
When kids start using "SEND IT!" in their daily lives—for homework, friendships, trying new things, standing up for what's right—that's when we know it's working. That's when entertainment becomes transformation.
The Missions Matter
These aren't made-up problems. They're based on real challenges communities face and real solutions that exist.
Climate Change Impacts
Infrastructure Needs
Medical Access
Cultural Preservation
Environmental Protection
Innovation Sharing
Floating agriculture in Bangladesh. Cultural burning in Australia. Mobile banking in Kenya. Kids learn that solutions exist. The world isn't hopeless—it's full of brilliant people doing brilliant things.
The Team Behind It
JAMIE MURRAY & ERIN DOPPES
Creators, Executive Producers
Two people who believe entertainment can expand horizons, build bridges, and inspire kids to be braver than they knew they could be.
CULTURAL CONSULTANTS
A network of experts from every region we portray, ensuring authenticity isn't optional—it's foundational.
Want to Know More?
We've Created:
Complete Show Bible (250+ pages covering everything from character arcs to episode structures to merchandising strategy)
Pitch Deck (visual presentation showing the vision)
Sample Scripts (because words on a page prove we can write this)
Character Designs (because seeing is believing)
Cultural Consultation Plan (because authenticity matters)
Educational Framework (because learning should feel like adventure)
We're Looking For:
Partners who get it.
Who see that this isn't just another kids' show—it's a chance to shape how an entire generation sees the world.
Streaming platforms. Studios. Producers. Investors. International partners. Anyone who believes entertainment can matter.