Mobile, PC and console games, real-time multiplayer, AR and VR, and serious games for learning and brands, built in Unity and Unreal, with the backends, monetisation and live ops that keep a game growing after launch.
Six kinds of game projects, one team. Each card opens our game development service page.
Every project moves through the same stages. Stars show how much of each stage is about proving the game is fun, not just building it.
Bars show how often we use each in our projects. Tap one to learn more.
Players are matched by skill and region, then connected to the nearest game server. Servers scale up for peak hours and down at night, so costs follow players. Sample ping from a player in Mumbai.
Tick rate 60 Hz · Auto-scaling by region · Illustrative.
Set daily active players, in-app spend per player per day, ads watched per player and ad rates to see monthly revenue. Figures are illustrative.
Based on 30 days. Before app store fees (usually 15 to 30%) and taxes.
Percent of players still playing after 1, 7 and 30 days. Typical figures are rough industry estimates and vary by genre.
We design the first session, rewards, difficulty curve and notifications around retention, then measure it from the first soft launch.
Most successful games mix several revenue streams. We design them into the game loop so paying feels like a choice, not a wall. Sample mix for a free-to-play mobile game.
Events, rewards, seasons and balance changes are scheduled from a live ops dashboard and shipped without a new app release. Sample week.
We test on a matrix of real devices, from budget Android to high-end PCs, and tune until the frame rate holds. Target frame rates.
A typical schedule from concept to global launch. Smaller casual games are faster.
Typical targets we design and plan against, not guarantees.
Get a rough estimate for your game in a few minutes.
Engines, platforms, cloud and AI that power our games.
Straight answers to what studios, publishers and brands ask us most.
Mobile games from casual to mid-core, PC and console games, real-time multiplayer games, AR and VR experiences, and serious games for education, training and brands. We also port existing games and run live ops.
Unity is usually best for mobile, 2D, AR/VR and smaller teams. Unreal suits high-fidelity 3D on PC and console. We recommend the engine after looking at your platforms, art style and team.
It depends on scope. A simple casual mobile game can be built in a few months by a small team, while a multiplayer or 3D game takes much longer. We share an estimate after a short discovery, and the estimate tool on our site gives a rough range.
Yes. Matchmaking, dedicated or relay servers, leaderboards, chat, friends, cloud saves and anti-cheat checks, deployed close to your players for low ping.
Yes. We design and integrate in-app purchases, rewarded ads, battle passes and subscriptions, balanced so players feel rewarded rather than pushed.
Yes. Our team covers 2D and 3D art, animation, UI, VFX, music and sound effects, or we work with your existing art team.
Yes. Events, new content, balancing, analytics, A/B tests and crash monitoring keep players engaged and the game healthy.
You do. Source code, art and other assets are handed over to you under the agreement.
Tell us what you want to build, your products, plants and current tools. We reply within 4 business hours with honest advice.