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Hardcore Gamers.Trusted by Industry Leaders.Let’s Build Together.

100+ gamers powering a full-service game studio in the heart of Lahore, all under one roof since 2013.

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TRUSTED BY
  • Netflix
  • Aeria Games
  • Coca-Cola
  • Dovetail Games
  • Cartoon Network
  • gameXcite
  • NVIDIA
  • edcoda
  • Lacoste
  • Junkfish
  • Ford
  • Mega Cat Studios
  • Mountain Dew
  • Bulkypix
  • hitBOX
  • Dream Fuel
  • Cube
  • David Martin
  • Slitherine
  • Epic Games
  • White Wizard Games
  • Mindscape
  • Paradox Interactive
  • Chimera Entertainment
  • Decentraland
  • Samsung
  • Still Alive Studios
  • The Sandbox

Core Services

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Our low operational costs help provide our partners absurd value!
Across the ObeliskNecropolis of the Damned

Game Development

Full development, post-launch and porting on Unity and Unreal. Card games, MMORPGs, turn-based strategy, FPS and JRPGs for massive IPs, with console ports on every modern platform.

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Game Art & Animation

Hands-on 2D and 3D creative pipelines, from concepts to final animated models and mobile-optimised marvels — scaling production flexibly without losing efficiency.

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Backend & Multiplayer

Cross-platform multiplayer with tight command of asynchronous, real-time and turn-based play. FBOMB, our BaaS for Unity and Unreal, offers a huge, customisable range of multiplayer options.

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QA & Game Design

Functional, compatibility and performance testing on all modern consoles and hardware, plus design from market research to meta-design and content for your next DLC.

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Our Quest Log

From console adventures to mobile worlds, built for players everywhere.

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PORTINGUNITY

Within an impossible timeframe, we ported this Kingdom Builder from Flash to Unity, bringing it to millions of users past the Flash Farewell.

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PCSWITCHXBOX

Build your dream farm in the lovable town of Willowdale. Turn age-old rusty buildings and barren land into a lively and thriving farmland.

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GAME DEVELOPMENT2D

An arcade promotional game of the kickass Netflix show that launched with their third season: a beat ’em up featuring 8 of the beloved characters.

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OWN IPTURN-BASED TACTICS

A lore-rich, tactical RPG with base-building set in the Indian Subcontinent.

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PC

Bringing the world-famous WWII tabletop wargame to PC. Command infantry, armour and artillery in tactical battles where positioning, suppression and…

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3D ARTANIMATION

We created 3D models and animations for the Ultramarines and more, bringing Warhammer 40,000’s most recognisable Space Marine Chapters to the…

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DLC DEVELOPMENTGAME DESIGN

Bringing to life one of the IP’s best-performing and largest DLC packs was an absolute joy.

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DLC DEVELOPMENTGAME DESIGN

Much like the Steam reviews, working on this visually stunning kingdom battler was an overwhelmingly positive experience.

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SWITCHXBOX SERIES X|SPS5

A magical action RPG with slimey 3D platforming.

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GAME DEVELOPMENTMULTIPLAYER

A reimagining of the age-old classic by Mega Cat for Atari. Play with up to 8 friends in a variety of game modes and choose from a wide range of…

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MOBILE

Our 3D team created every asset for this idle-tapper based on Cartoon Network’s popular show.

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SWITCHPS4PS5

A pixelated turn-based RPG adventure, a love letter to both wrestling and classic RPGs with iconic heroes such as Macho Man, Jake the Snake Roberts…

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ENGINES & TECHNOLOGIES

  • Unity
  • Unreal Engine
  • Roblox Studio
  • Blender

PLATFORMS

  • PC
  • Console
  • Mobile
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Testimonials

Real feedback. Lasting partnerships.

Meet Our Core Team

Anything is possible when you work with the right people!

Illustrated portrait of Ali Ihsan

Ali Ihsan

CEO

Illustrated portrait of Nauman Azhar

Nauman Azhar

COO

Illustrated portrait of Adnan Ayub

Adnan Ayub

Art Director

Illustrated portrait of Omar Farooq

Omar Farooq

Engineering Director

Illustrated portrait of Uzair Mir

Uzair Mir

3D Art Lead

Illustrated portrait of Shehriyar Kamal

Shehriyar Kamal

Business Director

Illustrated portrait of Seb Downie

Seb Downie

Partner

Talk directly with the people who’ll build your game.

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Need help with what you’re building?

Write to bd@frag-games.com, or Shehriyar Kamal (Business Director) at shehriyar@frag-games.com.

A general question, partnership idea or just want to say hi? Drop us a line.

4Rock&Games

4Rock&GamesINSERT COIN ▸ LIFE AT FRAG
01 / 13

We’re 100+ gamers powering a full-service game studio in the heart of Lahore. Established in 2013, our teams still sit under one roof, working as one unit: developers, artists, designers and QA side by side.

From our own IPs like Dastaan and Life in Willowdale to co-development, porting and art for partners such as Paradox, Netflix, Slitherine, Dovetail and Cartoon Network, studios bring us in as a true extension of their team.

10+Years of game crafting
100+In-house developers & artists
40+Games & ports delivered
5Platforms supported

We believe in

  • Geek cultureWe’re gamers at heart.
  • CandorBeing honest and real.
  • EfficiencyGiving more for less.
  • OwnershipMaking it as if it’s our own.
  • OpennessApproachable for enthusiasts and professionals alike.

Join the band

Gamers at heart? Plug in and make some noise with 100+ of us, under one roof in Lahore.

  • Headline gigs, big IPsPlay the big stages: Paradox, Netflix, Slitherine, Dovetail and our own IPs.
  • One stage, one bandDevs, artists, designers and QA jamming side by side, every day.
  • Jam sessions between setsGame nights, Tekken, Mario Kart and table tennis between builds.
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Back to Field NotesDevelopment

18 Optimization Techniques for Mobile and VR

INTRO

Imagine! You just got done producing game assets that could set the red carpet on fire with their gorgeous looks and polish. But oh no! The engineering team kills your buzz, saying you can’t use them or the game will instantly trip and fall. Villains! And yet you can’t ignore them because the last thing you need is a wardrobe (or game) malfunction on the red carpet.

You’ve just produced some very expensive, very heavy digital paperweights.

I’m sure every artist and producer has gone through this terrible feeling in their early days.

But it’s not all doom and gloom! Asset optimization is a thing! It’s like oxygen for mobile and VR games. You don’t particularly notice it when it’s there but its absence can be sickening (literally at times). It allows you to make a head turning, smooth-playing game. And I promise you won’t turn grey by the time it loads.

So what makes VR/Mobile optimization so tricky? Well, simply put, the hardware powering your mobile/VR device isn’t as powerful as it is in PC or consoles. It needs to get a lot of visual bang for its resources. And this optimization jungle gets even twistier when you have a cross platform game.

Confused? Don’t be! We have an optimization ninja sensei who can teach you the basic defense tactics you need to not fall flat on your face in asset optimization. Right here, right now, in this article.

Without further ado, grasshopper, let me introduce our Art Director, Adnan Ayub. He’s been optimizing assets since Saving Private Ryan came out. (Look up when that was, you may be surprised) He’s the man behind projects like board-game-turned-RPG Dungeon Lords, remaking the beautiful interactive environments of Geve for VR and creating training simulations for Leica geosystems.

Are you serious about wanting good looking assets without setting the user’s device on fire? Then listen up!

  • Thou Shalt Remember the Goal: This may sound obvious, but stop skipping ahead. Write this following statement out and stick it on the forehead of the coworker who sits across from you: The goal of optimization is to reduce the per frame cost as much as possible both for the CPU and GPU.
  • Thou Shalt Know Thy Polybudget: Maintain a target FPS and polybudget for the entire game. This number will be critical from the very beginning to the very end. What style should we use? How many characters can we have? How detailed should each environment be? Know that every decision has an implication for your Polybudget. This number is the Testament. Do not cross it.
  • Thou Shalt Know Thy Bottlenecks: It’s important to identify where the bottlenecks lie and optimize those areas first. Performance issues are generally related to two types of hardware: CPU and GPU. Normally, the CPU is more involved with logic, populating the scenes and managing the states while the GPU looks after the texture sampling, shading, rendering etc.
  • Thou Shalt Have One Mesh to Rule Them All: Having multiple meshes within single objects is a performance murderer. Try to keep one mesh for per object wherever you can. Also, combine meshes/textures where possible to reduce performance load – it reduces draw calls.
  • Thou Shalt Keep Your Textures Svelte: Keep the texture map size as low as possible depending on where they are on the screen and how often they’re seen. For objects that are permanently in the far distance, for example, texture sizes can be significantly lower. Bonus tip: it’s common practice to use texture formats that support MIP texture maps. Having multiple sizes of textures within an image means you can pick the appropriate one based on the distance from the camera. Some game engines do this automatically so go through your engine documentation first. Texture aliasing is also an effective technique to optimize the number of draw calls and therefore the memory used – it involves combing the textures of different objects that use the same material.
  • Thou Shalt Bake Thy Lights: Light baking is a common technique that saves a TON of resources by pre-calculating all the real-time lights onto textures directly. Almost all game engines offer this feature. If resources are a concern, always use light baking, especially when it comes to large game levels with lots of lights involved.
  • Thou Shalt Use LODs Wisely and Sparingly: LOD is the Level of Detail of a given game object. This technique is used by game engines to reduce performance load by switching between different levels of detail objects for each asset in the game based on the distance from the viewer. Reserve it mostly for large scenes with lots of objects. Using this on small scenes can cause performance load. In a small room where all objects have the same distance relative to the viewer, it’s not effective to use LOD objects.
  • Thou Shalt Cull!: Object culling is an effective technique where the camera does not render objects behind other objects. So do a proper setup for object culling based on your game engine settings. In large scenes object culling is a life saver.
  • Thou Shalt Throw Shade(rs): Generally, opaque shaders are lighter than transparent ones so keep the number of transparent shaders as low as possible.
  • Thou Shalt Profile: Unlike the nasty business at airports, profiling is great in games! It’s used in-game editors/engines to identify any indicators that are causing spikes in performance and lowering the FPS. After identification, go in hard and get the culprit. Bonus tip: if your scene is running fine in the editor but sluggish in play mode then the most probable suspect is scripts. But if the opposite is true, individual game objects in the scene probably need optimization. To identify individual assets causing FPS drops turn each object in the scene on and off while monitoring the profiling graphs.
  • Thou Shalt Optimize Scripting: Hate to break it to you, but this involves a thorough investigation of the game code architecture and removing or replacing the problematic parts in the scripts. Sorry. No easy skip here.
  • Thou Shalt Test and Version: Optimization isn’t something you do at the end of a project, if you’re smart. If you test throughout, you can identify issues as soon as they arise. Trying to fix 6 months worth of errors at once is like looking for a nausea-inducing needle in a haystack, in the dark, at zero gravity. It’s not fun.
  • Thou Shalt Recycle!: Develop a plan in advance to re-use as many models, materials/textures as possible. Set up rules based on the initial planning and decided draw call limit for how many polygons a mesh can have and how many materials a mesh can use. This is helpful in handling the performance in the early stages.
  • Thou Shalt Fake it Rather Than Make it: Don’t be
  • (VR Specific) Thou Shalt Not Be Transparent: Use transparency only where it’s really needed and wherever possible try to fake it. You’ll thank me later.
  • (VR Specific) Thou Shalt be Even Stringier than Instructed: Make sure that you always have an extra buffer over the one recommended by the Head Mounted Display manufacturer. This keeps the frame rate in check. HMD Systems are technically rendering two cameras simultaneously, so these systems require really hardcore optimization practices and disciplines. TIP: graphical styles with simple details and shaders and few polygons can often give as convincing a VR experience as realistic graphics that have a much higher rendering cost.
  • (VR Specific) Thou Shalt Keep Thy Shadows Light: Large scenes populated with tons of objects have a considerable resource cost when using real-time shadows. Optimize shadows as per the documentation of the editor you are using. For example, in Unreal Engine, consider limiting the Cascades as they can cost a lot of bandwidth Use fake shadows wherever possible
  • (VR Specific) Thou Shalt Not Make Thy Players Hurl: Nausea is a common problem ruining the VR experience. But we’ve got it covered!
  • Test with a variety of users and don’t rely on developers for simulation sickness tests as developers tend to be used to VR headsets, and so experience less sickness compared to the general user.
  • A mismatch between the field of view of the camera and the device’s recommended value can also cause discomfort. Use the recommended field of view value from the headset. It’s best to use automatic settings from the SDK.
  • Walking Bob effects for the camera are not recommended in VR as they cause motion sickness.
  • Ditto for camera shake effects.
  • Similarly, don’t have your avatar use the stairs as moving up and down quickly can also cause sickness. Instead, use lifts and elevators where applicable.
  • Ensure player speed is constant. Gradual acceleration after starting is a bad idea here.

Thanks Adnan! So, are you feeling more hopeful you can have great looking assets in mobile/VR games? Don’t let the limitations of their hardware stop you from getting what you want!

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FBOMB

Frag Basic Online Microservice Backend — our Backend-as-a-Service (BaaS) for Unity and Unreal multiplayer games, built after years of hitting the walls of black-box services.

FBOMB is a Backend-as-a-Service, similar to PlayFab and GameSparks. We’ve worked with several such services on client products, and though their ease of use for quickly deploying server backends was admirable, whenever you needed custom server-side code they always gated development because of their black-box nature.

100k+users with minimal horizontal scaling
200+CCU per Medium AWS instance
2engine SDKs: Unity & Unreal

Technology stack

FBOMB was initially built for pseudo real-time games that scale to 100k+ users with minimal horizontal scaling. The stack was chosen with exactly that in mind.

Java 8

Akka

An actor system that can process millions of requests in parallel with minimal overhead.

Database

MongoDB

The NoSQL database of choice: highly available data with minimal consistency issues, ideal for modern games.

Messaging

RabbitMQ

Our message queue: a modular message bus that’s easy to extend.

Networking

Netty

Games connect through our RESTful API or persistent socket connections, both served by this WebSockets framework.

Performance & auto-scaling

Using stress-testing frameworks, we’ve tested systems built on FBOMB to scale to 200+ CCU per Medium AWS instance — on par with solutions from top-tier game companies. Services can also be configured to auto-scale on demand, maximising availability.

Service customization

Bespoke development is part of our regular business model and sits at the heart of FBOMB: we modify the services for your use case, enabling huge cost optimisations — no source code licence required. Customization work is billed at discounted rack rates, currently $30 / hour.

Features & pricing

FBOMB’s feature set is split into two pools, Base and Pro. All licences are perpetual and per product.

Base licence
$1,499

Perpetual, per product

  • Authentication
  • Real-time chat
  • Inbox
  • Data services (game state, metadata)
  • Push notifications
  • In-apps with purchase verification
  • Leaderboards
  • Real-time and RESTful endpoints
  • Game admin portal
  • Quick deployment
Pro features
$500 / feature

À la carte, on top of Base

  • Teams service
  • Match-making
  • Match server
  • Developer ops portal

SDKs for Unity and Unreal are included for quick integration, communicating over HTTP or sockets. The feature list is continuously updated and existing services are consistently optimised.

Source code licence
$20k single product
$50k unlimited products

Full feature set · 1 year of Bronze support · 3 years of free upgrades

  • Each licence allows perpetual use
  • No resale of the software licence
  • Each licence allows a single production use
  • 3 months of Bronze support with every licence purchase
  • Free updates for 1 year after purchase

Support tiers

Basic troubleshooting and consulting are free after licence purchase. Any successful game needs a dedicated DevOps team, so we offer a support resource at three levels.

Bronze
Free / month

No SLA, 24-hour turnaround, partial allocation.

Silver
$800 / month

90% uptime, 8-hour turnaround, part-time resource.

Gold · recommended
$2,400 / month

98% uptime, 30-minute turnaround, full-time resource.

We charge for a single resource, but a larger support team stands behind it so there’s always coverage when you need it. Support resources are DevOps engineers who monitor your game’s performance to solve problems before they happen.

FBOMB hosting

Shared hosting
$250 / quarter

Supports 500 CCU (10k DAU).

Dedicated hosting
Custom

Get in touch with sales for a quote. We support all major clouds and are happy to help with custom deployments.

Ready to plug in FBOMB?

Tell us about your game and its multiplayer needs. Email bd@frag-games.com or use the form.

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