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GSTIN33AAOCR7650J1ZX CINU80200TN2025PTC181653 FOR BUSINESS ENQUIRIES:

Services

Ship a game that holds players past day 1

We build 2D and 3D games in Unity and Unreal for mobile, PC and browser. For studios, publishers and brands with a concept that deserves building properly.

What arrives
  • A playable build on the target device at the close of every 2-week sprint, not a video
  • The Unity or Unreal project in your own Git repository, with large files in LFS
  • Source artwork and audio files, layered and named to a convention, not only the exported assets
  • A performance budget met on a named low-end device, with the frame rates measured and recorded
See our work

Who this is for

Three profiles. If none of them is recognisably you, this is probably the wrong page - and the line below is the one worth reading before you book anything.

Not a fit: We are the wrong studio for a live-service title requiring daily content releases and a 30-person team permanently on standby.

The loop in one screen, and the three tracks that have to land together.

Indie studio with a design document and no engineering team

The concept tests well on paper, the funding covers a year, and the vertical slice has to exist immediately.

Publisher needing extra hands on a title already in production

The release date held but the team did not, and 2 major systems still require building.

Brand or training team that wants a game, not a video

A campaign or a training course needs something people actually play, and your usual agency only produces video.

What you get

  • A playable build on the target device at the close of every 2-week sprint, not a video
  • The Unity or Unreal project in your own Git repository, with large files in LFS
  • Source artwork and audio files, layered and named to a convention, not only the exported assets
  • A performance budget met on a named low-end device, with the frame rates measured and recorded
  • Store-ready builds for the App Store, Google Play or Steam, with the metadata and screenshots included
  • A build pipeline that produces a signed build for testers without a programmer present
  • A defect register with severity, owner and a written resolution note on each fix we close

What we build it with

  • Unity
  • Unreal Engine
  • C#
  • C++
  • Blender
  • FMOD
  • Photon
  • Steamworks

Chosen per project, not per fashion. If your team already runs something else and it works, we use that.

How the work runs

  1. 1

    Concept lock

    We convert the idea into a scope your budget can carry, and remove the elements that will not fit.

    From you: Your design document, reference games and the hard limits on budget and date.

    1-2 weeks
  2. 2

    Prototype

    We build the core loop in grey boxes, so you can play the mechanic before any artwork budget is committed.

    From you: Feedback from somebody who actually plays games, within 2 days of each build we send.

    3-5 weeks
  3. 3

    Vertical slice

    We finish 1 level to final quality, with artwork, audio and interface, as the standard for everything afterwards.

    From you: Approval of the art direction and a decision on platform before any artwork begins.

    6-10 weeks
  4. 4

    Production

    We build the remaining content in sprints, testing on physical devices every week rather than in the editor alone.

    From you: A weekly play session and quick answers on design questions that block work.

    3-9 months
  5. 5

    Launch

    We handle store submission, resolve whatever the reviewers flag, and patch through the first week of player reports.

    From you: Developer accounts, age rating answers and the marketing dates you plan to hit.

    2-4 weeks

How we work together

Fixed project

Scope and price agreed up front. Best when the outcome is known and the deadline is real.

Dedicated team

A named team for a quarter or more. Best when the roadmap will change and you want the context kept.

Staff augmentation

Engineers inside your process and your tools. Best when you have the lead and need the hands.

Invoiced in
  • USD
  • EUR
  • GBP
  • CHF
  • SGD
  • AUD
  • CAD
  • AED
  • SAR
  • QAR
  • JPY
  • INR
Paid by

Card, netbanking, wallet and UPI through Razorpay, which is what our checkout runs on, so anything it accepts we accept. Bank transfer, SEPA, Wise and Payoneer for invoices that prefer it.

NDA before the first call. Full IP assignment on delivery. Contracts under Indian, English or Delaware law.

Work like this

Case studies are being written up

Three are in legal review. We can walk you through the work on a call in the meantime, including the parts that did not go to plan.

What clients say on Google

Live from our Google Business listing - not retyped here.

Google reviews

Loading reviews from Google - read them on Google.

Questions we get asked

You do, including the code, the artwork and the project file. Everything is committed to your repository from week 1, so you always hold the current build. We retain no rights to the characters, the world or the name. We also document every third-party asset licence you inherit.

It depends on scope, platform and art style, so we size it during concept lock rather than estimating blind. A mobile puzzle game and a 3D action title occupy completely different ranges, even on the same engine. You receive a written scope, a schedule and a number you can plan against first.

We tell you straight, and you decide whether to redesign the loop or stop the project. That is exactly why the prototype arrives before the artwork budget. Abandoning a weak concept at week 5 costs far less than shipping it. We have ended prototypes this way, and the studio kept the findings.

Often, yes, after a week spent reading the project. We examine the engine version, the asset pipeline, and how much depends on 1 person's local configuration. Then we give you an honest assessment of whether continuing beats restarting. Some codebases really are cheaper to rebuild.

Both, with artists and audio designers on the team from the start rather than subcontracted late. We can also work to artwork you already own, or to a style guide from your own studio. If the budget is limited, we recommend a style that reads as deliberate rather than unfinished.

Ready to prototype the core loop?

Bring us the design document or a 1-page pitch, and we will respond with a scope and a schedule.

Send a brief instead