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Service 06

Game Development

Games and interactive experiences, built to be played.

Mobile, web and desktop games, playable ads, gamified products and real-time 3D experiences — from the first playable prototype to store release, with design, art and engineering in one team.

Schematic

You need this if

You have a game idea, a brand that needs something people play with, or a product that would work better if it felt like play.

01Who it is for

  • Founders and studios with a concept

    An idea that needs to become playable, tested with real players and taken to release.

  • Brands and agencies

    Campaigns that people interact with: browser games, playable ads, activations and interactive product showcases.

  • Education and training teams

    Serious games and simulations that teach a skill by letting people practise it.

02Problems it solves

  1. 01

    An idea that has never been playable

    Design documents do not show whether something is fun — only a prototype does.

  2. 02

    Art and code made in different places

    Assets arrive in the wrong format, at the wrong size, and the game never quite looks like the concept art.

  3. 03

    A prototype that cannot grow

    The demo worked, but its code was never meant to carry a full release.

  4. 04

    Campaigns people scroll past

    Static ads compete with everything else in the feed; interaction holds attention for longer.

03Example use cases

  • Mobile games

    iOS and Android games designed for short sessions and touch controls.

  • Web and HTML5 games

    Games that load in the browser instantly — no install, easy to share.

  • Playable ads

    Interactive ad units that let people try the game or product inside the ad.

  • Gamified products

    Progression, rewards and challenges designed into apps, loyalty and learning products.

  • Serious games and simulations

    Training and education built around practice, feedback and safe failure.

  • Interactive 3D experiences

    Real-time product configurators, virtual showrooms and explorable spaces.

  • Multiplayer prototypes

    Networked play tested early, before the full game depends on it.

  • Porting and optimisation

    Bringing an existing game to new platforms and making it run smoothly there.

04What is included

Design

  • Core loop and game design document
  • Paper and greybox prototypes
  • Art direction and style frames

Production

  • Gameplay programming in Unity, Godot or web technologies
  • 2D and 3D art, animation and effects
  • Interface, audio integration and accessibility options

Release

  • Store submission and platform requirements
  • Analytics events and balancing
  • Performance tuning across devices

05How we implement it

  1. Find the fun

    A small playable prototype that tests the core idea before anything else is built.

  2. Build a vertical slice

    One level or moment at final quality, to agree the look, feel and scope.

  3. Produce in milestones

    Content and features delivered in playable builds you can try at every step.

  4. Playtest with real players

    Watch people play, measure where they struggle, and adjust.

  5. Launch and update

    Release to the stores or the web, then improve with real player data.

What we say up front

  • We do not promise downloads, rankings or revenue — those depend on the market, budget and marketing behind a release.
  • We do not build gambling mechanics, or loot boxes aimed at children.
  • Ideas that do not survive playtesting are cut early, so the budget goes into what players enjoy.
All projects

Published case studies for this service are being prepared. Ask about relevant experience in your first conversation — we will be specific about what we have and have not done.

Discuss Your Project

07Questions

Which engines do you use?

Unity and Godot for most mobile and desktop games, and web technologies for browser games and playable ads. The choice follows the platforms, the team who will maintain it and any store requirements.

Do you create the art as well?

Yes. The same studio handles 2D and 3D art, animation and motion, so assets are made for the engine from the start.

Can you publish to the App Store and Google Play?

We prepare builds and store listings and handle submission under your developer accounts, so you own the release.

How long does a first prototype take?

It depends on the idea, but a focused prototype of the core mechanic is measured in weeks, not months. We agree its scope and what it should prove before starting.

Talk to us about Game Development.

Tell us how the work runs today and what you want to change. We will propose a sensible place to start.