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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

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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.
Audition for the band

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

Back to Field NotesCulture

A Glimpse into the Life of a Game Analyst: Quality Assurance

Game Analyst? More like ‘paid to be unemployed’ (Disclaimer: this is satire)

What is a Game Analyst? What do they bring to the table? Are they just nerds who play games behind a screen all day or are they some hidden gem of a beauty, who also plays games all day? (I would like to believe I’m the latter)

If you look at it, a QA’s job is to play games and check if they have issues, which are then reported on, the developers are given feedback on the game's playability, and so on. It seems like something you can do in your sleep, but it’s not. (believe me, I tried. Don't tell my boss) Coming back to what QAs bring to the table, besides good looks and extreme susceptibility to sunburn (yes, I am still referring to myself)- there’d be no game if it weren’t for us.

Role of a Game Analyst

First and foremost, we have to make sure that the game is top-notch before it gets approved for launch. This means we play it till we hate it or as my superiors would like me to call it; “rigorous testing” which, in turn, helps with avoiding negative reviews and poor user experience. Also, it doesn’t hurt to get a boost in reputation and brand image once you deliver a high-quality game.

Additionally, developers get a sneak peek into the minds of their users, how they would react to certain features, and if they will enjoy the gameplay. Henceforth, the game is tweaked according to what the player wants. Not only is the game made to be what the people asked for (and more) but the amount of revenue generated always makes the boss man happy (no, we don’t get a cut- Capitalism! Am I right?)

Furthermore, identifying and resolving bugs during the early stages of development is more economical than dealing with them after the game's release. Game Analysts contribute to cost savings by catching problems early, reducing the need for extensive post-release patches and support.

Also, they are crucial in ensuring games are launched on time. Through comprehensive testing and swift identification of issues, they assist developers in adhering to deadlines and preventing delays in the game's release. Their timely intervention and rigorous testing processes are key to maintaining the development schedule.

From the Horse’s Mouth

I asked my deskmate and fellow QA, Kumail, some questions, and he gave us the nitty gritty on the life (past, present, and future) of a Game Analyst.

When asked; can you describe a typical day in your role as a QA tester? He replied: “A typical day for a QA will start with morning meetings, during which, the project manager gets feedback and assigns work to the team that they’ll be working on throughout the day. These meetings are typically taken in the office first thing in the morning (both online and offline- we’re not animals!) During the day there are multiple meetings with different project teams which each QA has to take to know the overall status of the project, where it currently stands, and what each member of the project will be working on throughout the next week.”

He also adds: “Apart from work, we also have fun throughout the day and during break time. Most of the QAs start gaming (Tekken, Valorant, Mario Kart- y’all know how it is) but we also play Table Tennis and Foosball for the physical activity aspect of it all (what? Just because we’re nerds we can’t play sports? So judgy). Once free time is up, QAs have to check the project for bugs that they encounter during testing. Reporting and documentation are a crucial part of our work and our job is to learn to incorporate them as best as we can. We help out the developers so we can get the project up to standards and bug-free.”

When asked: Do you think having a passion for gaming helps you with your job or does the rigorous testing put you off gaming? He replied: “Of course! passion for gaming helps out most during work. Many of the QAs in the field are gamers by heart, so, whoever has gaming experience has an advantage and vice versa. Our job is to play the game, understand it, and try to break it apart.”

QA life

He adds: “A newcomer who doesn’t have enough gaming knowledge sometimes does not know what to do with complicated games. Hence, QAs who have more passion for gaming usually pick up a new game quite faster than non-gamers, they know what to expect. Secondly, I believe, doing rigorous testing in our line of work does not put us off. During testing, you see the game not as a game but as a product that you’re making which offers a different perspective. It's always fun to test out games, but many times doing the same work continuously does have its negatives. You’re bound to a certain path you can't divert from, but thinking out of the box is what we do best.”

When asked: How do you see the field of QA evolving in the next few years? And What advice would you give to someone considering a career in QA? He replied: “As the gaming industry is evolving every day and new games are coming out; complicated games, in particular, such as strategy and turn-based, I believe new methodologies are being used for QA. Currently, most of the QAs are doing manual testing, soon enough these older methods will be replaced by automated testing. This will lessen the overall time taken for testing for a product, increase productivity, and help the product’s end-to-end process.”

In regards to the second question: “For newcomers, having good knowledge of games will help you throughout this career, your work will get much easier as with time you'll know what to expect in the game that you'll be testing.

Secondly, having a good grip on writing will elevate you throughout the hiring process. Most of the time being a QA, you need to write documentation for the team. Hence, to write documents that the rest of the team can understand easily you also need to understand the game to its core. Lastly, it is a great career for someone who loves gaming in particular and yes you play games and you get paid for it.”

As he said, gamers are ideal for this position. Thank you, Kumail, you’re the best!

From the Horse’s Annoying Developer Friend’s Mouth

I also asked (read: tortured) our server engineer, Sameer, a question: How important is a QA for your job? He willingly answered: “Oh, the love-hate relationship with QAs! As a backend engineer, it’s almost a ritual to grumble about the bugs they find in our code. But here’s the twist: these folks are the unsung heroes writing those dreaded user stories and game docs that guide us. They see the game through the eyes of the player, something we can’t do because, let’s face it, we’re a bit biased about our code. Without QAs, our games would probably be a hot mess. So, as much as I hate to admit it, we absolutely need them!”

Developers and QA

You heard it here first, folks! This developer loves us! (let me exaggerate and be happy) Thank you, Sameer, we appreciate it!

Wrapping it up

In a nutshell, a Game Analyst is as important (if not more) to the gaming industry as any developer, artist, or designer. If you don’t taste the food then you’re not going to know what it's lacking. If you don’t have food taste testers (how am I supposed to know what they’re called?!) then you don’t have delicious food (I know, I know, you get it)

Don’t leave yet, get to know me too! The brilliant (and gorgeous) QA behind this article.

My Experience as a New Game Analyst

Let me just start by ripping the band-aid off; I have a degree in Psychology. I know what you all might be thinking, why (and how) is she a QA? Well, it all started when I was a child- I’m going to spare you all of my childhood (trauma) details and just tell you that I’ve always loved games (PlayStation, PC, Gameboy, random Facebook games- those were the days) and that love led me here. Honestly, sometimes I doubt myself and wonder if I’ll be able to fit in (context: extrovert who does theater here, yeah, hi!) but when I get into my work I realize how blessed I am to be doing something people dream about doing. Not to be cliche, but you really can do whatever you put your mind to. If you came this far, thank you, I hope you liked it.

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