Game Development
Design and development of games that are built to be played rather than admired in a pitch deck. That covers three kinds of work. Branded and promotional games: a short, polished browser or mobile game built around a campaign, a product launch, or an event, that people play for longer than they would ever look at an ad. Gamification: progression, rewards, streaks, and challenges built into an app, a loyalty programme, or a training course, so the thing people are supposed to do regularly is something they want to come back to. And original titles for founders and studios: a playable prototype that proves the core loop is fun, then the full build, then the store launch. Mobile and PC games are built in Unity, one codebase shipping to iOS, Android, Windows, and Mac. Browser games are built on web-native engines like Phaser and Three.js, so they open instantly from a link with nothing to install, which is exactly what a campaign game needs.
Scoped to you
Quoted per project
Every game is priced to its own requirements: platform, art, number of levels, and features like accounts or multiplayer. Tell us what you have in mind and you'll get a scope, timeline, and the full number back, before any work begins.
Who it's for
- Brands that want a campaign people spend minutes with instead of scrolling past in a second
- Businesses with an app or loyalty programme where people sign up and then stop showing up
- Founders and indie studios with a game idea that needs a playable prototype before it needs a pitch
- Educators and training teams whose material would be learned faster as something played than something read
- Event and retail teams that want an interactive experience for a booth, a screen, or a QR code
What's included
- Game design: the core loop, rules, progression, and difficulty curve, written down before anything is built
- A playable prototype early on, so the idea is judged by playing it rather than by reading about it
- Art direction, 2D and 3D assets, animation, UI, and sound, in your brand where the game is a branded one
- Unity development for iOS, Android, Windows, and Mac from a single codebase
- Browser games in Phaser or Three.js that load fast on a phone and run from a link, a QR code, or an embed on your site
- Gamification systems for existing products: points, levels, streaks, badges, leaderboards, and rewards
- Backend where the game needs one: player accounts, cloud saves, leaderboards, analytics, and live content updates
- Monetization designed in rather than bolted on, whether that is in-app purchases, rewarded ads, a premium price, or none at all
- Playtesting rounds with real players, and performance testing on low-end devices, not only the newest phone
- App Store, Google Play, and Steam submission, store listings, and post-launch updates
Our approach
- 01
Concept
What the game is for, who plays it, and where, agreed in writing: the core loop, the platform, the scope, and what counts as success.
- 02
Prototype
A rough but playable build of the core loop in the first weeks, because whether a game is fun can only be found out by playing it.
- 03
Production
Art, levels, systems, and polish built in short cycles, with a new build you can play on your own device at every step.
- 04
Launch & live
Playtesting, performance work, store submission, then updates driven by what the analytics say players actually do.
What to expect
A game that plays smoothly on the devices your audience actually owns, not only on a flagship phone
A core loop proven fun in a prototype before the full budget is spent on it
Branded games that hold attention for minutes rather than the seconds an ad gets
Analytics showing where players stay, where they drop off, and what brings them back
Source code, project files, and every asset owned by you outright
Game Development questions we get asked
What kinds of games do you build?
Mobile, browser, and PC games, at the scale a small, senior team can build properly. That means casual and mid-core games, puzzle and arcade games, branded and promotional games, educational and training games, and gamification inside existing apps. We don't take on open-world or large multiplayer productions that need a studio of fifty, and we'd rather say so in the first conversation than find out halfway through a budget. Console releases are scoped case by case, because each platform holder runs its own developer approval process before a game can ship there.
Can a game actually do anything for my business?
Yes, when it has a job. A branded game gets minutes of attention where a display ad gets a second, and people share a score in a way they never share an ad. Gamification works on the problem most apps and loyalty programmes have, which is that people sign up and then stop coming back: streaks, progression, and rewards give them a reason to return. What does not work is a game built because games are fun, with no link to what the business needs. So every game project starts with the goal, whether that is signups, time with a product, repeat visits, or a trained team, and the design is measured against it.
Should my game be a mobile app or run in the browser?
Browser, if the game is part of a campaign, and an app, if it is a product people will return to for months. A browser game opens from a link or a QR code in a couple of seconds with nothing to install, which matters enormously when the player found it through an ad or a poster and has no commitment yet. An installed Unity game can do more: richer graphics, offline play, push notifications, and a place on the home screen. It also has to clear the install, which is the hardest step in mobile. Many projects start in the browser to prove people will play, then move to an app once they do.
How long does it take to build a game?
A focused branded browser game typically takes weeks, and a mobile game with progression, accounts, and monetization typically takes several months. The range is wide because scope in games grows faster than in almost any other kind of software: every extra level, character, or mode multiplies the art, design, and testing needed. That's why a playable prototype comes first. It turns the scope conversation into something concrete, and it's the cheapest point at which to find out the idea needs changing.
Do I own the game and its source code?
Yes. Once the project is paid for, the source code, the Unity or web project files, and every piece of art, audio, and design documentation are yours, the same as every other build we do. The one thing worth knowing is that engines and some asset libraries come with their own licence terms. Unity has its own plans and conditions, for example, and we tell you up front what applies to your project and what it costs, so nothing about publishing it later comes as a surprise.
Can you help publish the game and make money from it?
Yes. We handle the App Store, Google Play, and Steam submissions, the store listings and screenshots, and the compliance work that trips up first releases: privacy disclosures, age ratings, and the stricter rules that apply to any game children might play. Monetization is designed into the game rather than added at the end, whether that means in-app purchases, rewarded ads, a one-time price, or nothing at all for a branded game whose return is the campaign. A game that feels like it is squeezing the player loses them, so the model is chosen to fit how the game is played.
Works well with