Building Games That Players Actually Remember

Most mobile games get forgotten in about three days. We spend our time figuring out why some stick around instead. No magic formulas here—just years of watching what works and what doesn't on real devices with real people.

Practical development grounded in player behaviour

What Usually Goes Wrong

Players Leave After Two Sessions

You've built something functional, maybe even clever. But retention drops off a cliff after day two. The onboarding felt fine to you, but players are hitting friction you didn't notice during testing.

Performance Issues on Older Devices

Works perfectly on your test phone. Completely different story on a three-year-old Android running the game alongside twelve other apps. Memory leaks, frame drops, crashes—and you don't find out until reviews start coming in.

Monetisation That Feels Pushy

Finding the line between sustainable revenue and annoying your audience is tricky. Too aggressive and players uninstall. Too gentle and you can't support ongoing development. Most teams guess and hope.

Updates Break More Than They Fix

You add a new feature. Suddenly something unrelated stops working. Testing caught the obvious bugs, but the interactions between systems weren't on anyone's radar until it shipped.

How We Actually Handle It

Early Prototype Testing With Strangers

We put rough builds in front of people who've never seen the game before—usually within the first few weeks. Watching someone struggle with what seemed obvious tells you more than a hundred internal playtests. We adjust based on where confusion actually shows up, not where we think it might.

Device Lab With Real-World Hardware

Our testing shelf has phones from 2019 through 2025, across different price points and manufacturers. We run builds on devices with full storage, low battery, poor connectivity. If it runs smoothly on a budget phone from three years ago, you're probably in good shape.

Gradual Monetisation Introduction

Start with one simple, valuable purchase option. Watch how players interact with it over a few weeks. Add more only when you understand their spending patterns and preferences. We've seen this approach build more sustainable revenue than front-loading everything at launch.

Regression Testing Before Every Release

Boring but essential. We run through core gameplay loops, check save systems, verify UI across screen sizes. Takes time, but catching a progression-blocking bug before release beats explaining it to frustrated players afterward.

Games Work When Development Stays Focused on Players

Everything we do comes back to whether someone will enjoy spending time in what you've built. Technical excellence matters, smart systems matter—but they're only useful if they serve the experience.

Player-First Design

Features exist to solve player needs, not to showcase technical capability. If it doesn't make the game more engaging, it stays on the cutting room floor.

Iterative Refinement

First versions are rarely right. We expect to adjust, rework, and occasionally scrap ideas based on how they perform in actual play.

Honest Feedback Loops

Data shows patterns, but conversations with players explain why those patterns exist. Both matter for making informed decisions.

Who Actually Does This Work

Small team, varied backgrounds. We've worked on games that succeeded and games that didn't—both taught us plenty about what matters during development.

Development workspace with multiple test devices and collaborative planning materials

Practical Experience Over Theory

We've shipped games that got hundreds of thousands of downloads. We've also shipped games that flopped within weeks. The difference usually came down to understanding player behaviour early and adapting quickly.

Our approach involves regular testing with people outside the development bubble, careful performance monitoring across device ranges, and honest assessment of what's working versus what we wish was working.

Development cycles typically run six to nine months for new projects, with ongoing support extending well beyond launch. We're looking at autumn 2025 start dates for new collaborations.

Saskia Thornbury, Lead Game Designer

Saskia Thornbury

Lead Game Designer

Spent five years in mobile before joining us. Good at spotting when systems feel unnecessarily complex and finding simpler alternatives that players understand immediately.

Eirlys Prydderch, Technical Lead

Eirlys Prydderch

Technical Lead

Handles architecture and performance optimization. Has strong opinions about memory management and will absolutely argue about the best way to handle asset loading.

Branwen Kilgarriff, Player Experience Specialist

Branwen Kilgarriff

Player Experience Specialist

Runs our testing sessions and analyses player behaviour data. Usually the first person to say "this doesn't work" when something feels off during development.

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