← Everything we do
Game development
We ship our own, so we know what it costs.
Prototype, production, store page, launch. Browser games, downloadable games, and the awkward parts nobody quotes for, like save files, leaderboards and the build pipeline.
Here is one now
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All the way to a store page.
- Prototypes and vertical slices
- Full game builds, start to finish
- Browser, desktop and mobile
- Store pages, trailers and screenshots
- Save systems and settings menus
- Leaderboards and achievements
- Controller and keyboard support
- Pixel art and asset pipelines
- Sound, music and adaptive audio
- Build and release automation
- Playtesting and balancing
- Porting a game you already have
- Patches and post launch support
- Gamified things that are not games
Someone who has finished one.
A prototype before a budget
The first thing we build is the bit that has to be fun. If it is not, you find out in a fortnight rather than a year.
The boring parts included
Saves, settings, controller support, store assets, builds that actually upload. This is where most game projects quietly run out of money.
Art if you need it
We make a pixel art tool, so sprites and tiles are not a blocker. If you have an artist, we work to their pipeline instead.
Making something?
Tell us the idea and what stage it is at. We will come back with a price and a timescale.
hello@bitwrighttechnologies.com