Playable product delivery
We prototype the core loop first, then carry the approved build through gameplay systems, menus, progression, monetization, store prep, and launch.
We ship to mobile, WebGL, browser, PC, and Mac.
Game development services
We build across Unity, browser, mobile, desktop, multiplayer, backend, and LiveOps. Every engagement starts with the player loop and a build you can actually play.
We prototype the core loop first, then carry the approved build through gameplay systems, menus, progression, monetization, store prep, and launch.
We ship to mobile, WebGL, browser, PC, and Mac.
We design authoritative state, matchmaking, ranking, player profiles, cloud save, reconnect behaviour, telemetry, and the server infrastructure underneath.
We reach for Photon, Mirror, Colyseus, WebSockets, or WebRTC when the architecture calls for it.
We add leaderboards, achievements, progression, content updates, analytics, purchases, ads, subscriptions, and controls your team can operate without us.
We test on low-end devices and against the stores you are shipping to.
We integrate Solana or EVM wallets, assets, marketplaces, token gates, and settlement only where they improve the player model. AI work covers bounded NPC and gameplay behaviour.
Frame-by-frame gameplay stays off-chain unless the design gives us a reason.
Delivery evidence
The dedicated portfolio shows verified Builderz captures across Solana, Unity, PlayCanvas, mobile, browser, multiplayer, and AI gameplay work.
Review the game portfolioThe service page owns fit and scope. The portfolio owns visual proof, including what each supplied capture establishes.


01
Core loop, session length, controls, and progression proven on a milestone build before full production scope gets committed.
02
Engine, target devices, performance floor, stores, and release accounts — plus multiplayer authority, concurrency, regions, persistence, and reconnect rules where they apply.
03
Art, audio, content, analytics, monetization, LiveOps, moderation, and support ownership assigned before launch conditions, not after the first incident.
We start with the player loop because everything else is downstream of whether the game is worth playing. If you can name the loop, the audience, and the platforms, we can scope the rest.
Not the right call if the request is only a genre label with no player loop or product owner, or the plan depends on a token economy before the game is worth playing.
01
The core player loop, audience, target platforms, and commercial goal can be stated.
02
A prototype or milestone can prove gameplay before full production scope.
03
Multiplayer authority, persistence, monetization, and LiveOps ownership can be assigned.
Yes. Most of what we build is conventional mobile, browser, desktop, multiplayer, backend, and LiveOps work. We add blockchain only when ownership, settlement, or portability makes the game better.
We work in Unity, PlayCanvas, Three.js, Phaser, Babylon.js, Cocos Creator, React, and React Native, shipping to mobile, WebGL, browser, PC, and Mac. We name the exact engine and targets in the proposal.
Yes, once we can read the repository, run the build, and see the current defects and target platforms. We usually start a rescue with a reliability sprint before touching features.
We start with authority, session lifecycle, transport, regions, concurrency, matchmaking, persistence, reconnect behaviour, abuse cases, and what it costs to run. The technology follows those answers rather than leading them.
Let's work together
Tell us what is blocked, who owns the decision, and what budget is approved. Qualified briefs get a one-business-day review.
Acceptance in writing
Criteria agreed before build starts
Proposal in 48h
After a qualified scoping call
Change control
Scope, exclusions, and owners named