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Morfo
Game Development

Games with game-feel you can recognise in the first ten seconds.

Core loop, economy, art direction and release — we build 2D and 3D games where the moment-to-moment feel and the business model were designed together, not bolted to each other.

Takes about two minutes · or use the form

Unity & Unreal
2D and 3D production
Vertical slice
Prove the loop first
Economy design
Monetisation built in
Live-ops
Events, config, telemetry
What's included

What you actually get

Deliverables, not adjectives.

Game design document

Core loop, progression, economy, control scheme and win/loss conditions — specific enough to build from and to argue with.

Playable vertical slice

One level or loop at shipping quality, on target hardware. The cheapest possible answer to whether the game is actually fun.

Art direction & assets

Style guide, 2D or stylised 3D assets, UI kit, VFX and animation — produced against a consistent direction rather than assembled.

Economy & monetisation model

Currency sinks and sources, pricing, ad placement and progression pacing, modelled in a spreadsheet before it is modelled in code.

Production build

Performance-profiled on real mid-tier devices, with analytics, remote config and crash reporting wired in from the start.

Store release

Store pages, trailers and screenshots, age ratings, SDK compliance and a staged rollout across the platforms you target.

Tooling

The stack we reach for

Engines

  • Unity
  • Unreal Engine
  • Godot
  • C#
  • C++
  • GDScript
  • Blueprints
  • Shader Graph

Art & audio

  • Blender
  • Spine
  • Aseprite
  • Substance
  • FMOD
  • Photoshop

Live-ops

  • PlayFab
  • Firebase Remote Config
  • GameAnalytics
  • AppsFlyer
  • AdMob
  • Unity IAP
How it runs

The delivery shape for this work

Every discipline has its own rhythm — this is the one we run here.

  1. 01

    Concept & loop design

    Genre, fantasy, core loop and the one thing that has to feel good. We write the design document and model the economy before anything is built.

  2. 02

    Greybox prototype

    Mechanics with no art, running on a device within weeks. Controls, pacing and feel get resolved while changing them is still cheap.

  3. 03

    Vertical slice

    One loop or level taken to shipping quality — final art, audio, UI and feel — so you know exactly what the finished game looks like before funding the rest.

  4. 04

    Production

    Content build-out against the slice as the quality bar, with playable builds every sprint and telemetry running from the first internal test.

  5. 05

    Soft launch & live-ops

    Limited-region release to read retention and monetisation against real players, balance tuning from telemetry, then global rollout and an update cadence.

Questions

Common questions

Unity for most mobile work: faster iteration, a smaller build, and a much deeper asset and plugin ecosystem for 2D and stylised 3D. Unreal when the game leans on high-fidelity rendering or you are targeting PC and console alongside mobile. Godot when you want a genuinely open-source engine with no runtime fees and no licensing tied to revenue — it is excellent for 2D and increasingly capable in 3D, and it removes a commercial dependency some studios would rather not carry. We pick based on art direction, target platforms and how you want the licensing to work, not on preference.

Got a game in your head?

Tell us the loop you're imagining. We'll tell you honestly what it takes to make it feel good — and what we'd prototype first to find out cheaply.

Tell us about it