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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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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

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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 NotesArt

5 Things to remember when making Art in a Kids Game

What defines what a kids game looks like?

Should it be all cute and cuddly? Should it be educational or something hardcore that would help kids develop some survival instincts? Should it be all fun and games?

OF COURSE NOT!

The answer is simple: It can look like anything.

Look at games like Kirby and Sly Cooper. Those games get DARK and yet we don’t pay too much mind to it as kids since it’s all about the cute pink puffball and the funny one-liner spouting raccoon.

Kirby, a kids game

Making an artistic product with mass appeal is an extremely difficult task.

You have to make it distinct, memorable, appealing, and for the sake of kid’s games especially, make it easy to draw.

SO! How do you make sure that the art in kid’s games is compelling enough to exist as a happy memory as they grow up?

Well! Don’t worry ‘cause here are the 5 things that you need to remember when making art in kid’s games!

1. What’s popular?

Steven Universe

Like I mentioned before you need to know what’s popular. There are literally millions of games out there that employ an outdated art style.

You need to do your research. The things that are popular on the Google Play Store and the Apple App Store and why are they so popular? What differentiates them from the other apps? What sort of art style are they using? All those things.

Now when it comes to creating art for kids games, things do tend to get a bit tricky. In a sense that most art that we are used to doing is for characters, enemies, aliens, guns, and stuff but you need to be very careful when you make kids art.

Since you can’t make something that is a lot more mature with intimidating characters and duller colors instead you have to come up with something that is really cute and compelling, something that the kids can get attached to.

Back in the day, it was Angry Birds and Talking Tom, now it’s more like Brawl Stars and pretty much anything by SuperCell. Usually, kids gravitate towards already established properties like Batman and LEGO.

You take all that and figure out how you can innovate those things in a way that the kids are always playing them and then you can create something that is amazing!

Like we did with Cartoon Network’s Steven Universe. We did all the art-work for their game and have been provided with amazing feedback and since kids absolutely LOOOVE! Steven Universe, the game was a success. Kids were instantly hooked to it!

2. Attention-Grabbing Art Style

A kids game

The first thing that you need to focus on is the Art Style. You need to know what sort of art style is popular and what sort of colors would be able to attract the right audience. Remember the old cartoons? Like Mickey Mouse, Sonic, Tom and Jerry, Mario, Thunder Cats, and Dragon Ball Z?

Were these names able to trigger some sense of nostalgia? Did you suddenly remember how they looked like and what colors their characters had? You did!? GREAT! Now I have your attention and that’s exactly my point.

We remember these characters because their designs and art style were unique. So when our artists are making art for kid’s games they make sure that their designs are unique and the colors that they choose are according to their targeted audience.

However, we definitely tend to get funkier the younger the target audience is, with unique shapes and proportions with interesting contrasting colors to grab their attention.

3. Exciting User Experience

A kids game

Now, this is where all the magic happens. When making art for the user experience you need to make sure that you come up with something that is both compelling and simple.

In a sense that you should use bold colors for your user experience because it is extremely important so that kids know what’s going on at all times.

You need to give kids a lot to do in your game, and there needs to be a visual representation of the progress that they make, it needs to be clear and concise.

Even in the simplest of games where a kid just has to tap on the screen or mash a button, they want some kind of progression like a house getting bigger or a number going up.

For kids, it’s more about what they interact with the game and how they’ll be able to interact with it so it’s convenient for them. The user experience for kids needs to be easy to understand.

A lot of the games we work on have the appeal in them already, it’s definitely hard to find an appealing art style that kids will surely like but it’s harder to make it mesh with the user experience.

The same technique is an excellent way to design an educational game for kids since it’ll incentivize their learning experience. And they’ll learn and have fun at the same time, which is a fairly difficult task to achieve.

4. Hilarious Animations!

Imagine something heavy falling on someone! Now, most of you will imagine what would actually happen while some of you would imagine that person get squashed under the weight and after a minute of silence…. Something like this!

A kids game

These animations were done so beautifully that everyone remembers some specific moment from those cartoons! If I were to say ‘MEEP MEEP’ or ‘BEEP BEEP’ you would know what I’m talking about!

A kids game

The Art of that era has, as a wise man once said –

‘Inspired several generations of people who think they’ll reinflate rather than be instantly killed when heavyweights fall on them’ – Zaair.

Take a look at the animation that we did for our game – Boddle

5. Nostalgia

The thing about art is that in some form and shape it is immortal. Remember Mario? Sonic? Bugs Bunny? Do you remember the episodes or the gameplay or do you remember how they look like?

Art, for commercial products such as video games, needs to be extremely distinct especially if you want those games to be remembered. That’s why mascot characters were so huge in the late ’90s and early 2000s. We ate that stuff up!

It’s art that sticks with us all the way and that’s what one should hope to achieve with their games.

When creating art for a game or anything else you have to realize how many characters there are that will be able to stand out to your targeted audience!

Like Link, Mario, Sonic, Sub-Zero, the dudes from Contra and Metal Slug, and pretty much all the Pokemon.

Something that is able to access those specific memories which makes the kid feel that the art that has been created is similar to what they’re used to seeing on the TV.

So you have to be up to date with what’s popular for kids, for example; I know that Cartoon Network has been amazing with its recent lineup of shows like The Amazing World of Gumball and Steven Universe.

You need to make sure that what you create is following the same beats but is also unique with your own personal touch to it.

So yeah, when creating art for kids we hope to create something that will stay with the kids all their life, something that they look back at when they’re 30 and smile as they are visited by nostalgia.

Bragging Rights!

When creating a game for kids we make sure that it’s not all just fun and games. We hope that when kids play our games they also learn something from them.

To brag – We’ve developed a couple of games like ‘Boddle’ and ‘Coda Quest’. Coda Quest is an MMORPG that we developed from scratch and is being piloted in schools in the US.

A kids game

As for making the experience better, what we keep in mind is what the kids, who play our games, are getting out of it? Will they be able to learn something that will help in developing their personality?

Will they be educated?

Nevertheless, It’s a tough balance but if you manage to get it then that’s when you get a game that is rich in experience!

WOW…. Writing all this down has led me to remember when I was a kid and when I used to sit on the floor, eating my morning cereal and play games or watch cartoons.

Carefree days… Enough to make a grown man cry. *sniff sniff*

Work with us
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.

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