Branded games
Campaign games that put your brand in players' hands — playable in a browser and shareable as a link.
- WebGL
- Campaigns
- Leaderboards
We design and build multi-platform games for brands and studios — Unity for mobile and desktop, WebGL for the browser — from a campaign mini-game to a full release.
Six shapes of project, one standard of craft. If yours sits between two of them, that is normal — tell us the goal instead.
Campaign games that put your brand in players' hands — playable in a browser and shareable as a link.
Casual and mid-core titles for iOS and Android, with monetisation designed in rather than bolted on.
Instant-play games that load fast on any device, with nothing to install.
Learning, training and simulation that use game mechanics to make the lesson stick.
Product viewers, configurators and event installations built on game technology.
Extra engineering capacity for studios with a title in progress — features, porting and optimisation.
The craft behind the fun: what keeps a game smooth, fair and worth coming back to.
A playable prototype early, so the fun is proven before full production is paid for.
Frame-rate and load-time targets set per platform and tested on low-end devices, not just ours.
Player funnels, retention and remote config, so balance can change without shipping an update.
Ads, in-app purchases or premium — chosen to suit the game, not forced onto it.
Accounts, leaderboards, achievements and sharing that give players a reason to return.
Builds, store listings and submissions for every platform the game ships on.
Four stages, the same on every game. Nothing goes into full production until the prototype has proved it is fun.
We shape the concept, the core loop and the platforms with you, then fix the price and the milestones.
A playable build of the core loop, put in front of players before art and content are scaled up.
Art, levels, audio and systems built milestone by milestone, with a playable build at every one.
Store submission and launch, then updates and events driven by what the player data tells us.
What people ask us about making a game, before the first call.
It ranges more widely than almost any other kind of software — a browser mini-game for a campaign and a mobile title with live operations are different projects. We scope the concept with you and give you a fixed quote tied to milestones before production starts.
They are not either-or: Unity builds for mobile and desktop and can also export to WebGL for the browser. For lightweight campaign games that must load instantly from a link, we may build directly for the web instead. We recommend based on where your players are and how they will find the game.
It depends on scope, so the timeline comes with the quote rather than before it. Every project starts with a playable prototype, and every milestone after that ends in a build you can play, so you always know where things stand.
We can produce the game's art, UI and animation, or work from your existing assets and brand guidelines. Tell us what you already have during scoping and we will quote for what is missing.
You do — source code, assets, store accounts and player data, all in your name. There is no licence to renew and nothing to buy back if you take the game elsewhere.
Games live or die in the months after release. We fix what players find, keep builds compatible with new OS versions and, if the game warrants it, run updates and events as scoped iteration sprints.
Tell us the idea, the audience and the platforms. You'll get a fixed quote, milestones and a clear plan — usually within a business day.