Service
Game development
We build games from concept and mechanics through to release.
We have our own games published on the App Store, Google Play and the browser.
Making a game is not the same as making an app.
A game is judged by how it feels in the first thirty seconds, and that does not get decided in a meeting: it gets decided by playing, adjusting and playing again.
It also has a side almost nobody sees from outside: leaderboards, saved progress, store review, age ratings, monetisation and the updates that keep the game working two years from now.
We have been through all of it with games of our own, published and open to anyone.
Very few studios in Mexico have games live on both stores and on the web at the same time.
What kind of games we make
We do not make open-world games or multi-year projects. We make games that are understood quickly and played in short sessions.
Usually one of these:
Casual and arcade games
Reflex, scoring and progression mechanics.
Easy to grasp in the first seconds and hard to put down, with a leaderboard and challenges that give a reason to come back.
Games for brands
A game as a campaign piece: something your audience interacts with for more than three seconds and that can be measured.
It can live in the browser, with nothing to install.
Games for web and stores
We can ship the same game on the App Store, Google Play and the browser.
The web version lets people try it without downloading, and it is usually the best way in.
Gamification
Points, levels, achievements and streaks inside an app that is not a game, so people come back and finish what they started.
How we work
In a game the important part cannot be planned in full up front. You have to play it to know whether it works.
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Concept and mechanics
We define what the game is about, what the player does, and why they would come back tomorrow.
It is the shortest part of the project and the one that decides most of it.
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Playable prototype
Before any art, we build an ugly but playable version to check whether the mechanic holds up.
If it does not, changing it here costs days. Changing it later costs the project.
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Art, sound and tuning
On top of a proven mechanic we build the visual style, the sound and the difficulty curve.
This is the stage with the most adjustment: speeds, timings, rewards.
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Release
Developer accounts, listings, screenshots, age ratings and store review.
If the game also ships on the web, we prepare the version that runs in the browser.
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After launch
A live game gets updated: new content, fixes and compatibility with new versions of iOS and Android.
We also look at what players are actually doing to decide what to change.
What we build with
We choose the engine based on where the game will live and how heavy it is.
For games shipping to stores and the browser at once we usually work with web technologies, which keep a single version and let people try it without installing anything.
For games that lean heavily on the device we go native, with the same tools we use in our applications.
We do not default to one engine out of habit. A simple game built on an enormous toolchain ends up oversized and slow to open, and in a casual game that gets paid for in lost installs.
Frequently asked questions
How much does it cost to build a game?
It depends heavily on scope, and in games the range is wider than in any other kind of project.
A casual game with a single mechanic and a game with progression, levels and new content every month have almost nothing in common.
Once we know the idea we can give you a range and point out what could wait for a second version.
Can it ship on iPhone, Android and web at once?
Yes, and it often makes sense.
The web version lets people try the game without installing anything, which helps it get shared.
That is what we did with PLAF!, which is on the App Store, on Google Play and playable in the browser.
Can it be monetised with ads?
Yes, and it is the norm in casual games.
We can integrate ads, in-app purchases or both, and leave revenue tracking working from day one.
We know that side well: we build and maintain two apps dedicated to tracking advertising revenue.
Do you make games for companies, not only for stores?
Yes.
A game can be part of a campaign, of internal training or of an event.
They tend to be shorter projects, and the browser version works well because nobody has to install anything.
Do I own the game?
Yes.
The game can be published under your company’s developer accounts and the code is yours.
If you do not have Apple Developer or Google Play Console accounts, we help you set them up.
Have a game idea?
Tell us what it is about.
We can help you define the mechanic, build a playable prototype before committing budget, and decide which platforms are worth shipping on.
And if the idea works better as something that is not a game, we will tell you that too.
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