▶ PRESS START · Game development studio

Games players can't put down, built by a team that ships

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.

  • Unity and Unreal
  • Multiplayer backends
  • Art, audio and live ops
Level map

From idea to live game in seven levels

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.

  1. ConceptIdea, audience and core loop★★★
  2. PrototypeIs it fun? Test fast★★★
  3. Vertical sliceOne polished level★★★
  4. ProductionContent, art and features★★★
  5. Alpha and betaPlaytests and balancing★★★
  6. LaunchStores and marketing★★★
  7. Live opsEvents and updates★★★
Multiplayer

Low ping, fair matches, servers that scale

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.

See cloud and DevOps
  • Mumbai18 ms
  • Singapore42 ms
  • Frankfurt120 ms
  • Virginia210 ms

Tick rate 60 Hz · Auto-scaling by region · Illustrative.

Revenue calculator

What could your game earn each month?

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.

Amounts are converted at approximate rates. Your choice is remembered across pages.
In-app purchases a month
Ads a month
Total a month
Revenue per daily player

Based on 30 days. Before app store fees (usually 15 to 30%) and taxes.

Day 140% / 30%
Day 718% / 12%
Day 308% / 5%

Percent of players still playing after 1, 7 and 30 days. Typical figures are rough industry estimates and vary by genre.

Retention

Players who come back are the whole business

We design the first session, rewards, difficulty curve and notifications around retention, then measure it from the first soft launch.

Monetisation

Earn without breaking the fun

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.

🪙
  • In-app purchasesCurrency, items and bundles
    45%
  • Rewarded adsPlayers choose to watch for rewards
    25%
  • Battle passSeasonal tiers and rewards
    20%
  • SubscriptionsVIP perks every month
    10%
  1. MonDaily login rewards
  2. WedDouble XP weekend starts
  3. FriBoss raid event
  4. SunSeason pass tier unlock
Live ops

A game that feels new every week

Events, rewards, seasons and balance changes are scheduled from a live ops dashboard and shipped without a new app release. Sample week.

See maintenance and support
Performance and QA

Smooth on the phones your players actually own

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.

See Android development
Low-end Android
45 FPS
Mid-range Android
60 FPS
iPhone
60 FPS
PC
144 FPS
Delivery

A mid-size mobile game in about 26 weeks

A typical schedule from concept to global launch. Smaller casual games are faster.

W0W6W13W20W26
Concept and game design document
Prototype and fun test
Vertical slice
Production
Alpha, beta and soft launch
Global launch and live ops
Results

What we aim for at launch

Typical targets we design and plan against, not guarantees.

99.5%Crash-free sessionstarget on launch
100%Frame ratesteady 60 FPS on target phones
40%Day 1 retentiontarget for casual titles
70%Build sizekept small for faster installs
Got a game idea?

Get a rough estimate for your game in a few minutes.

Get an estimate
FAQ

Game development questions

Straight answers to what studios, publishers and brands ask us most.

What kind of games do you develop?

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 or Unreal: which engine should we use?

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.

How much does it cost to make a game?

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.

Do you build multiplayer backends?

Yes. Matchmaking, dedicated or relay servers, leaderboards, chat, friends, cloud saves and anti-cheat checks, deployed close to your players for low ping.

Can you help monetise our game?

Yes. We design and integrate in-app purchases, rewarded ads, battle passes and subscriptions, balanced so players feel rewarded rather than pushed.

Do you provide art, animation and sound?

Yes. Our team covers 2D and 3D art, animation, UI, VFX, music and sound effects, or we work with your existing art team.

Do you offer live ops after launch?

Yes. Events, new content, balancing, analytics, A/B tests and crash monitoring keep players engaged and the game healthy.

Who owns the game and its code?

You do. Source code, art and other assets are handed over to you under the agreement.

Get In Touch

Ready to build your next hit?

Tell us what you want to build, your products, plants and current tools. We reply within 4 business hours with honest advice.

⏰
Response TimeWithin 4 business hours (your timezone)
Send Us a Message