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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 NotesStudio advice

9 Questions to Ask Yourself Before Starting Development (With Kellie Hartwell!)

Kellie Hartwell is a mobile industry entrepreneur, executive team start-up veteran and founder. She lives in Santa Monica, has multiple projects on the way and was still generous enough to share her expertise and co-write this article with me!

Often when I’m asked my profession, I dodge the question like George Bush ducking shoes. If I introduce myself as an app publisher, more often than not, I will find myself being pitched an awful app idea. That’s when they aren’t asking me for tech support on their new phone…but I digress.

What I do appreciate is people asking me for advice. Having been asked so many times about how to get an app made, I thought it would be useful to share my experience in writing. And this is a great place to start, because while there are many ways to screw up a good idea, there’s almost no way to salvage a bad one.

Why are so many app ideas awful? It’s not because the people pitching them are stupid – some really smart, successful people have pitched some shockingly bad ideas.

99% of app ideas are bad because people haven’t gone through the steps required to ensure their idea has at least a fighting chance.

These steps don’t go up. Ideas always start high up, in a tower in the clouds. The steps go down, descending into the details like a treasure chamber. Carefully, methodically, you pick your way through the traps. You watch your footing. Lower and lower, till you hit paydirt.

You don’t just fling yourself off the top and hope for the best.

I brainstormed for a couple of weeks with Zaair, a director of the offshore team I’m working with, and together we put to paper some fundamentals of app ideation that we have discovered in our experience working together.

Do you have a Great App Idea? Let us help you ask yourself the hard questions.

What am I making?

You’re going to be shocked at how many aspiring app makers can’t answer this in a sweet, short sentence. But you shouldn’t be – how many amateur novelists have written reams of pages on mysterious figures and great kingdoms and doomed romances, but can’t tell you in simple terms what their book is about? I bet you know at least one!

It’s natural – human beings think in scattered collections of ideas, not disciplined lines. It’s the first hurdle. Clearing it can be surprisingly hard, but once you’ve done it the rest of the process with be so much smoother.

Is your app:

  • An innovative ride-sharing service that allows anyone to moonlight as a taxi service using nothing but their own cars and the geolocation technology in their mobiles?
  • A private, secured social platform for finding and promoting professionals or jobs through trusted networks?
  • A streaming platform with great compression technology, hundreds of popular licenses and a plans to create a huge chunk of original content that releases entire seasons all at once?

Why am I making this?

Is it:

  • To solve a problem you’ve suffered from hundreds of times yourself?
  • To express yourself?
  • To get a financial return on your investment?
  • To probably fail but learn as many lessons as you can about the process?

We’ve seen people blow tens of thousands of dollars without ever addressing this question. WHY you’re doing something will inform HOW you do it, and if you’re confused about the why, you’re going to do it badly.

For whom am I making this?

You think your pet project is for everybody? Congratulations, there’s a 99% chance it’s for nobody.

Is it for overworked moms in American suburbs? Bored middle schoolers in Scandinavia? Girls between the ages of 13 and 15 in developing nations looking for representation? Those groups are nothing alike!

Sit down and spend at least two days – that’s 16 hours, no cheating! – really understanding who your target market is. Take the time to visualize how old they are, what the triumphs and quiet desperations of their day look like, what their disposable income is. What are their most frustrating challenges? Their greatest aspirations?

What will make them sit up, zone in, flip the table and scream “Yes! That! That’s what I want!”?

What does my vision look like up close?

If you know the broad strokes of your product, congratulations! (this one isn’t sarcastic.) But that was just your opening salvo. Now comes the trench warfare. Fight your idea for every inch till it surrenders its details.

Knowing the lay of the land is fantastic, but it’s only when you dig that you find where the landmines are buried.

Our advice? Do what the pros do: make yourself a living document full of what are called user stories – descriptions of what the guy or gal who uses your app or game will experience.

User stories have a ton of great explanations online but briefly, examples of informal user stories for, say, an educational strategy game called StatCraft could be:

  • As a player, I should be able to:
  • “Create units by quickly solving math problems”
  • “Move units individually or as a group”
  • “Attack enemy units”
  • “Play Against Other Players 1v1 or 2v2”
  • “Play as 3 different races, each of which has different units and different math specializations”
  • “Research a tech tree”

Now, do each of these need more detail? Of course. And we have an article about that coming up all about how to ask for what you want and get it. But for now, you need to know what your vision looks like when someone actually gets their hands on it.

Google, Google, on the Desk, Has my Idea Been Done to Death?

Once you can explain your idea simply, type it into Google and be prepared to be punched in the gut.

Has your exact idea been done before, except with a $10 million budget?

If so, don’t panic! Many very successful apps were twists on an existing formula. But you need to know what that twist is, artistically, mechanically, or in terms of content. And if you don’t have it yet, this is the time to come up with it. Play around with the apps which are like yours, and see what value you can add. What is it that they don’t do for you?

Basically, make sure your strategy isn’t “I want to make Facebook/Netflix/Minecraft/Call of Duty! Except worse!”

Do You Know the Unknowns?

It’s important to be clear on all of the aspects of development, and which of those things you will need from your developer. Here are some brief bullet points on the broad categories of development:

  • Concept Art
  • Production Art
  • Game / App / Storefront UI Design
  • Gameplay design and architecture
  • Game Programming
  • App Infrastructure programming (analytics, payment systems, ad networks, etc.)
  • Monetization
  • App Store set-up and launch

Exactly which of these things you need will vary based on your own expertise and the project scope. It’s important to identify any gaps in your knowledge and try to fill them with at least some basic research. Make sure you and your partner have a plan for each of them.

What is this likely to cost?

Development, like film-making, tends to be more expensive than most industry newcomers believe. Learning what things cost is a lifesaver.

Sometimes, budgets are an open book. More often, a little bit of internet sleuthing and deduction is required.

Twenty minutes of research can almost always turn up a few budgets for similar projects as reference points. Let’s say you want to create an Indie game, and you have one in mind that’s similar:

  • If two programmers worked on that game full-time for 2 years, they probably put in at least 50 hour weeks on average. What do 10,000 man hours cost?

Or, you could avoid doing a lot of math and guesswork, and just get a studio to give you an estimate on the house!

What do your bluntest, meanest friends think about the idea?

It’s important to be clear on all of the aspects of development, and which of those things you will need from your developer. Here are some brief bullet points on the broad categories of development:

  • Concept Art
  • Production Art
  • Game / App / Storefront UI Design
  • Gameplay design and architecture
  • Game Programming
  • App Infrastructure programming (analytics, payment systems, ad networks, etc.)
  • Monetization
  • App Store set-up and launch

Exactly which of these things you need will vary based on your own expertise and the project scope. It’s important to identify any gaps in your knowledge and try to fill them with at least some basic research. Make sure you and your partner have a plan for each of them.

Are you in it for the long haul?

Were you the kid who ruined their appetite with cookies, or the lanky teenager who thought Karate Kid was awesome and but quit your dojo on day 3 because you were “still learning the same punch”?

Most apps and games, especially complex ones, have relatively long development cycles and unexpected hurdles. There will be times you feel unmotivated, frustrated or just plain bored. Are you disciplined enough to work through that?

Luckily, not just for app development but almost any aspect of life, discipline can be learned if you want something bad enough.

So allow me to rephrase the question:

How badly do you want this?

If you can answer that one passionately, and honestly, you can sail over every other hurdle on this list. Unless you passionately screamed “not badly at ALL!” to the screen which, lets face it, is a weird thing to do.

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.

Start a Project