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Game design & development

Built to run on the handsets people actually own.

Mobile games designed around one loop worth repeating, then built and tested on mid-range phones rather than the newest device on a desk.

UnityUnrealiOSAndroid
What the work is

One loop worth repeating beats ten features nobody finishes.

01

A loop, proved early

The core thirty seconds of play is built and tested before the art, the menus or the monetisation. If those thirty seconds aren't fun, nothing added later fixes it.

02

Art that fits the budget

A visual style chosen for what can be produced consistently at the scale the game needs, rather than one hero screen that nothing else can match.

03

Performance as a design rule

Frame rate, battery and download size are decided up front, not discovered at the end. A game that drains a phone gets uninstalled whatever it costs to make.

04

Shipped to the stores

Builds, store listings, age ratings and review submissions — the unglamorous half that stops plenty of finished games from ever reaching anyone.

What we build with

Standard engines, standard stores, no surprises.

Engines
  • Unity
  • Unreal
  • C#
Design & art
  • Figma
  • Photoshop
  • Illustrator
  • 2D & UI art
Ship
  • App Store
  • Google Play
  • Analytics
  • Crash reporting
How it runs

Four stages, and you play it at the second.

01

Concept

What the player does, why they would do it again tomorrow, and which existing game they will compare it to whether you like it or not.

You give
The idea and the audience
You get
A scoped concept
Takes
Weeks one–two
02

Prototype

The core loop, playable on a real phone, with placeholder art. This is the stage that decides whether the idea is worth building — and the cheapest place to find out it isn't.

You give
An honest opinion
You get
Something you can play
Takes
Weeks three–six
03

Build

Art, levels, progression, sound and the menus around the game. Test builds on your device throughout, so nothing is a surprise at the end.

You give
Decisions, as they come up
You get
Playable builds, regularly
Takes
Depends on scope
04

Ship

Store listings, screenshots, age ratings, submission, and the fixes that come back from review. Then crash reports and drop-off watched through the first weeks.

You give
Developer accounts
You get
A live game, and the source
Takes
Two weeks, plus review
Before you ask

The questions everyone has.

Far more than the same budget spent on a website, and the range is enormous — a single-mechanic mobile game and a game with progression, levels and accounts are different projects entirely. The prototype stage exists partly to answer this with a real number instead of a guess.

Six weeks to a playable prototype. After that it depends entirely on scope, and anyone giving you a total before the prototype exists is guessing. We would rather tell you that than quote a number we then renegotiate.

Most games don't, and we won't pretend otherwise. Games commissioned as marketing — something a brand gives its audience to play — have a far clearer return than games built to compete in an app store with a million others. We will say which one yours is.

Yes — the source project, the art files and the store listings, all under your accounts. Nothing is kept on our side that would stop another studio picking it up.

Start

Tell us about the game.

Describe what the player does in a few lines. You'll get a straight answer about scope, cost and whether it's worth building.

Start a project