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Full-Cycle Game Development.

We build games as products — mechanics-first, vertical slices monthly, and a launch plan that accounts for what happens the week after you ship.

Problems we solve

  • Prototypes that run for two years and never become games
  • Scope that grows quietly until the budget is gone
  • Launch goes fine — week three is when things fall apart

Approach

How we run a full-cycle project.

  1. 01

    Pillars before features

    Three design pillars agreed before any scope is written. They’re the filter everything else passes through.

  2. 02

    Vertical slices monthly

    A playable build every two to three weeks. Something you can put in someone’s hands.

  3. 03

    Live ops from day one

    We design the post-launch loop before we build the pre-launch game.

Stack we reach for

The only page on the site where stack appears. Tools are means; the system is the goal.

  • Unity
  • Unreal Engine
  • WebGL
  • Steamworks
  • Rive
  • Narrative DSL

Relevant work

  • Checkmated King — Chess for Android

    Game · 2025

  • Trivia Tackle — Soccer trivia for Android

    App · 2024

Common questions

What people ask before they book a call.

How long does a full-cycle game project take?
Most projects run 3 to 6 months from kickoff to ship-ready build. The first two weeks are a Frame sprint — design pillars locked before any scope opens. After that, a playable vertical slice ships every 2 to 3 weeks.
Do you work with Unity or Unreal?
Primarily Unity for mobile and PC titles. We choose the engine that fits the platform and scope. We do not currently take Unreal projects.
Can you pick up a project that is already in progress?
Yes, but we run a one-week architecture audit first. Most rescued projects have problems that trace back to an early structural decision. We need to understand what we are building on before committing to a scope.
What happens after the game launches?
We scope live ops into the project from day one. Your team leaves with documented systems for running events and pushing updates without calling us. Post-launch support retainers are available but not required.
What is the minimum engagement?
Four weeks minimum. Most game projects run 3 to 6 months. We do not take single-sprint handoffs — the quality bar requires enough runway to do the architecture properly.

Have a full-cycle problem worth a real conversation?

Book a call