For studios and publishers
We build games
for other people.
A full team, or the one discipline you are short of. We work inside the process you already have rather than asking you to adopt ours.
Full-cycle development
Concept to store. Design, build, art, QA, store submission, and the first patch after launch.
Read more: Full-cycle developmentGame design & prototyping
Systems, economy and playable prototypes, early enough that changing your mind is still cheap.
Read more: Game design & prototypingGame art & animation
Characters, environments and UI art that survive contact with a real build and a real frame budget.
Read more: Game art & animationHow an engagement runs
A call
Thirty minutes. You describe the game, we tell you honestly whether we are the right team for it. Sometimes the answer is no.
Discovery
One to two weeks. Scope, technical risks, and an estimate with its assumptions written down. You own the output whether or not you continue with us.
Two-week slices
Something playable at the end of each one, in your hands. No six-week stretches where you see nothing and hope.
Handover
Source, build pipeline, store credentials and the documentation to run it without us. A handover that needs us on call is not a handover.