Which engine or framework do you use for games?
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It depends on the game. Unity suits richer 3D, physics and headsets; web technologies suit games that should open instantly from a link; Flutter can suit board and card games that share an app with other features. We recommend after looking at the platforms, art style and multiplayer needs.
Can you build online multiplayer?
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Yes. We design who holds the authoritative game state, how moves are validated, and what happens when a player disconnects or rejoins. The right approach depends on player count, turn-based or real-time play, and platform mix, so the hardest networked interaction is prototyped first.
Do you provide art, animation and sound?
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Our focus is game engineering. We can work with your artists or recommend sourcing, and use placeholder assets for early prototypes. The brief should say who supplies art and audio, their licensing, and any performance constraints they must meet.
Can you publish the game to app stores?
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Yes. We prepare store builds, listings assets you supply, signing and release tracks, and keep the store accounts under your ownership. Store review outcomes are decided by the stores, so we plan time for review and resubmission.
What affects the cost of a game project?
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The number of modes and platforms, whether multiplayer is online or local, real-time or turn-based, persistence and accounts, content volume, art readiness and live-operations needs after launch. A playable first milestone gives a much firmer basis for estimating the rest.
Can you take over or finish an existing game?
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Yes. Share the codebase, engine version, platforms and the problems you see. A short review establishes whether the next step is bug fixing, performance work, a missing mode or a release, before any larger change is proposed.