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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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Heroes of
Newerth

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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Food
Fight

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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Food
Fight

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
Tell us about your project

Not sure what you need? We’ll help you scope.

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.

Get in touch

Start a Project

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.
Audition for the band

Your email app opens with your application ready. Attach your CV there, then press send.

Back to Field NotesArt

4 Critical Things Studios Should Know About Crafting Card Art

Intro

Before I lay my cards on the table, I’m going to clear up some terminology. Exciting, right?? Everyone else thought so.

A CCG is a Collectible Card Game, which is different from a Living Card Game which is itself different from a Deck Builder. Without getting too deep into it, the latter two have no element of purchasing or earning randomized card packs and therefore no real element of collection.

Indeed, that’s one of the reasons LCGs and Deck Builders have been so successful lately – they’re much more accessible, with a much lower financial AND knowledge barrier to entry.

But there’s something about a collection, isn’t there? The most expensive baseball cards ever sold utterly dwarf even premium M:tG cards without even being able to give you 3 Mana for nothing.

So we don’t believe that the days of CCGs are over. But since other kinds of card games are flush with popularity, we wanted to start with something you’re going to have to handle for any kind of card game: Card Art.

The theme needs to be beautiful and special.

Card art is your primary marketing tool. You need to nail the theme to the wall.

Remember when you saw those Cuphead screens for the first time? That’s probably the best (non CCG) example of modern marketing through in-game artwork. It was beautiful, and you just knew it was going to be special.

Beautiful artwork and a unique theme seduce an audience. If it strikes a chord, people will take three steps towards your creation without thinking about it.

This, they think, this I need to see.

Notice how many of these games are high fantasy? Hearthstone, Gwent, Elder Scrolls: Legends, Eternal.

This is no surprise. The genre was almost single-handedly created by and for decades dominated by Magic: the Gathering, a direct descendant of the “The Golden Age of Fantasy”.

Is it possible to distinguish your art even though it falls roughly within the “fantasy” genre? Of course! Most of the above games are very distinct from one another.

But if you really want to stand out? Consider a non-Fantasy theme. It’s why the WWII-set Kards looks so incredible and why we decided to use historical cultures, soldiers, and heroes for our own game, Epic Battles of History.

Remember: It’s not enough to look different. A broken portrait is different. It also has to look great.

The Sheer Amount of Art Will Stagger You

There is, truly, so much art. And most of it has to be some of the prettiest stuff you’ve ever seen in-game because the player will spend so much time looking at it. Even “fast” card games are glacial compared to the twitch-lightning speed of reflex-based real-time games.

How many cards do you need? It varies by game and sub-genre but let’s take the big one, CCGs.

At a conservative estimate, you’ll need 300 unique cards to start having the complexity needed to have a deep CCG.

300 illustrations. That means 300 sketches with feedback rounds, coloring passes, rejections (there WILL be cards you’ll just have to cut and it’ll break your heart), and final renders. And all of this isn’t counting animations.

It would take one artist a lifetime (in game industry terms, at least) to create all those on his own so you’ll deploy or hire several artists. And while THAT sounds straightforward enough, artists are by nature independent creatives. That’s their job. To have a unique voice.

And when you have seven unique voices all contributing to the same card set, you’d better have a great conductor or all you’ll end up with is a racket.

This symphony metaphor is quickly slipping out of my unmusical hands so I’ll move smoothly forward: collaborating on theme, quality, and output with a large team of artists requires a very optimized pipeline and experience in managing that pipeline. It’s not simply a matter of throwing talent at the problem.

The best card games often boast what seems like an incredibly diverse and exotic garden of artwork, but look a little closer and you’ll find that there is a theme, a color palette, a set of directions that keeps those cards looking unique but not unrelated. That doesn’t happen by accident. And even if you don’t consciously notice it, it’s why some card games just feel more “cohesive” than others.

So how much does all this art cost?

Some top-end studios charge up to $1000 – $1500 a card. You can do the math. And while we can produce some illustrations I’m very proud of, at a third of the cost, we’re still looking at a minimum of $120,000 spent on card art alone.

Ouch, right?

Your Artists Need to Know What They’re Creating

Obvious, right? Bear with me.

Everyone gives artists some direction. Sometimes, it’s even pretty good at a superficial level: “I want broad shoulder pads, heavily armored, golden tints” etc.

But to reach that next level, cards shouldn’t be designed in a vacuum. Your artists and animators should understand what the card represents.

Here’s Tyrion Fordring.

Even if you’ve never played Warcraft or Hearthstone, just look at him. He’s an impossibly muscular champion standing alone and ramrod-straight on a mountain of the skulls of his enemies, wearing golden-edged armor and cloak, wielding a sword with literal goddamn sun in it.

No artist could have created that without having an idea of how powerful he was in lore and as a card. Would the card have been just as powerful if he was drawn like any other knight? Sure. But where’s the joy in that? Either in creating it, or collecting it, or playing it.

Where does the player look when it’s not their turn?

Cards Art

If the answer is “their phone” you’re about to lose a player.

In the age of the Attention Economy, turn based multiplayer games have an inherent handicap, at least for retaining casual players – there are certain times where they just don’t have anything to do.

And they’re waiting for the other player who’s taking forever for some reason.

And they don’t yet know the game well enough to be running possibilities in their head.

And it’s been, like, seven minutes since they checked Instagram.

Do you see a disaster building up here? When someone is fidgeting and looking to entertain themselves while playing your game, i.e. a vehicle ostensibly created for the sole purpose of delivering entertainment, you messed up somewhere.

Now, there’s lots of way around it but they require some clever thinking and investment.

Digital games have tried solving this with interactive boards, ongoing animations, and bustling UX and visual effects.

The specifics are important, but far too involved to get into here. What’s more important is remembering this guiding feature: The Player Whose Turn It Isn’t Needs Something To Do or Look At.

Fin

As you may have guessed, these are just high-level lessons. They may seem obvious to you, but I know we would have liked to have them when we were starting out with Card Art.

I hope they help you too.

If you have a CCG project for us to have a look at in more detail, go ahead and fill this out.

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Back to services

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.

Start a Project