Games people come back to play.
A good game is a product like any other: a loop that is fun in the first minute, a build that runs on cheap phones, and updates that keep players coming back. We design, build and ship games with Unity and Unreal, and bring the same release discipline we use on apps with real users.
- Unity + Unreal: picked to fit the game, not our habits
- iOS, Android, web: plus PC builds where the game needs them
- Playable early: a prototype to test before full production
- Your IP: code, art and store accounts in your name
§ 01Overview
From a fun first minute to a game that lasts
We start by proving the core loop is fun in a rough prototype, then build out art, levels, monetisation and live updates in stages you can play.
Most game budgets are lost building content around a loop nobody has played yet. We do the opposite: a playable prototype comes first, tested with real players, and only the ideas that survive go into full production. It is cheaper to throw away a week's prototype than a quarter's worth of levels.
Our background is in apps that run on real users' phones, including learning apps for students. That shapes how we build games: performance on mid-range Android devices, sensible download sizes, analytics from the first build, and store releases handled properly. It also makes us a good fit for learning games and gamified features inside an existing product.
Where it fits
- Casual and hyper-casual mobile games
- Learning games and gamified features for education
- Branded and promotional games for campaigns
- Web games that run in the browser with no install
- Prototype first. Prove the fun before building content.
- Runs on real phones. Tested on mid-range Android, not just flagships.
- Data from day one. Analytics to see where players drop off.
- Yours from day one. Source, assets and store accounts in your name.
§ 02What you get
Six deliverables.
Mobile games
2D and 3D games for iOS and Android in Unity: touch controls that feel right, builds that stay small enough to download on mobile data, and frame rates that hold up on the phones your players actually own.
Learning games & gamification
Quizzes, streaks, rewards and progress that make practice feel like play. We can build a standalone learning game or add game mechanics inside an existing learning platform, tied to real progress data.
Web & HTML5 games
Games that run in the browser with no install, built in Unity WebGL or lightweight web technology, ideal for campaigns, websites and players on shared or school computers.
PC & Unreal Engine
For games that need high-end visuals or PC-first play, we use Unreal Engine, with builds for Steam or direct distribution and controller support where it matters.
Monetisation & live ops
In-app purchases, rewarded ads and subscriptions set up honestly, plus remote configuration and events so the game can change without a new store release every time.
Art, sound & polish
We work with 2D and 3D artists and sound designers on your project, keep every asset under your ownership, and spend real time on the polish that makes the difference between a demo and a game.
§ 03How it runs
Four steps, in the open.
- Step 01
Find the fun
A short design sprint to agree the audience, the core loop and the platforms, ending in a rough playable prototype rather than a long design document.
- Step 02
Test with players
We put the prototype in front of real players, watch where they get stuck or bored, and change the design before anything expensive is built.
- Step 03
Build in playable stages
Production in short cycles, each ending in a build you can install and play: levels, art, sound, monetisation and analytics added in order of what matters most.
- Step 04
Launch and keep it alive
Store submission, soft launch where it makes sense, then updates driven by what the analytics show. A game that is not updated tends to be forgotten.
Stack we use for this
- Unity
- C#
- Unreal Engine
- C++
- Blueprints
- Godot
- WebGL
- Blender
- Photon
- Firebase
- PlayFab
- Unity Ads
- AdMob
- Google Play
- App Store
- Steam
§ 04FAQ