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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

So 1000 miles separate Art and Engineering. Now What?

Art and Engineering. A dispute as old as time.

Have you ever had to throw a party at the very last minute? Isn’t it just horrifying? You want everything to come together perfectly—the venue, the food, the decorations etc. And if you’re anything like me you don’t want multiple people to be running to multiple places—you want to go together into a one stop shop like a party-planning Seal Team Six.

That’s still just a party though, and since you’re awesome company people are going to enjoy themselves no matter what.

Game development is less forgiving. Especially when the art and engineering teams are a thousand miles away from each other. Things can spin out of control much more dramatically than clashing colors and a DJ permastuck in the 80’s.

At Frag Games we have everything in-house. Artists, developers and game designers all working, eating and fighting over the Blue Shell in Mario Kart under one roof.

But even so, we’re often called on to provide one or the other. So we’ve developed a few tips to help out.

If some of these seem obvious, trust me, these are the things you forget when you’re flush with the excitement and overwhelming business of a new project.

Know when to keep an eye out. Hint: it’s not right at the beginning.

You should go into Vigilance Level Alpha Maximum as soon as you enter the production phase.

Concepts, prototypes and design architecture are usually easier in this regard because there are fewer interlocking parts. This can lull you into a false sense of security – don’t fall for it!

Be sure to ramp up communication and coordination between teams when you enter the development and testing phase. This, much more so than the beginning, is the time to really put your teams’ integration to the test.

Export: the Unexpected

We’ve had artists give us .mp4 files assuming we could freely integrate them into a game’s character animation.

The above sentence isn’t a joke.

Now, that’s an extreme example but whether an exported format is slightly off or tragicomically off often doesn’t matter. It’s still unusable, and it’s still going to cause a pain-in-the-ass delay while you write a passive-aggressive email explaining how you can’t integrate a screenshot of a character model and animate it in-game (that one was a joke, but just barely).

An external art team may create some gorgeous looking assets but if they’re not specialized in game-ready art for engines like Unity and Unreal, they may overlook many export requirements. Some of the most common errors:

  • Not providing a range of aspect ratios and screen resolutions so that the game looks sharp across various mobile devices. Failure to do this will cause blurry or off-center graphics, eat up graphics memory and lengthen loading times.
  • Providing the wrong file types. For example, engineers will need FBX files for 3D models or environments, sprites for 2D animations and webps in most cases for UI exports. Going back and forth to the art team several times to get it right is a surefire way to lose time, energy and patience.
  • Inexperience in the required technology. In one memorable case, we were asked to use Spine 2D but the external artist provided wasn’t familiar with it so she struggled to create the proper slots. There were missing files, resulting in improper customization and animations. This leads to, e.g., character outfits not fitting well on the skeleton, a hat that’s floating on the head or a sleeve that’s longer then the arm.

Possible Solutions:

  • Specify well in advance what files types your engineering team will need. Really, don’t skip this step even if it sounds like the most obvious thing in the world. It’ll save you a huge amount of headache later.
  • If you require art for a specific technology like Spine, make sure the art team understands how to create the right output for it. Have a pop quiz if need be, with questions like “could you detail the process of going about x?”
  • If all else fails you can ask them for the source files but here’s the catch: that will only work if you have at least ONE artist of your own to export the files correctly. This is bad because at this point, you’re redoing work. And if you have no artists? Ruh roh Raggy.

The Knowledge Canyon

Now, I’m sure you’re nodding along. You agree about how dangerous a gap in critical knowledge can be on the side of the team you’ve contracted.

But when it’s combined with, no offense, your knowledge gap? It becomes a Knowledge Canyon.

It’s the age old problem: you can’t judge a process that you have no expertise in yourself. Yeah, you’ll find out when the final product looks like nightmare animatronics, but that’s going to be thousands of hours and tens of thousands of dollars (at least) into production.

3D animation pipelines, in our experience, are the most complex. The most common pitfall: the animators, though skilled, aren’t aware of specific game output requirements, while the producers and managers (being non-techies) defer to the animators judgment.

Disaster, she wrote.

Possible Solution:

Read guides like this!

Seriously though, we wish we could give you a one-size-fits-all solution here but, without an internal expert, the very best way of handling this is to get an experienced consultant on board to manage the art team.

They can not only help to pick the right outsource group from the get go, they can also guide them throughout the process while making sure that they’re being square with you.

You’re saving a lot of money using an outsourced art studio, and this is a fantastic place to spend a small part of it.

The Gate

“Gate” is the four-letter-word of development. It means a resource is sitting around, being paid, willing and eager to spring into action like a thoroughbred before a race but…there’s a gate in front of him. And that gate is: “I need the assets from the art team before I can start the next phase of work”.

Oh, look, he’s been here all morning checking Facebook to see if Naila is single yet and knows he’s going to knock off for an early and long lunch. All while on your dime with the game release just around the corner.

Tick. Tock.

Possible Solutions:

To be honest, gating can happen even in integrated art/engineering teams – it’s just much more likely to come as a surprise when the teams aren’t aware of each other’s day to day progress.

The solution, therefore, lies in good reporting discipline – use the project management tool of your choice to chart out a path, and make sure that progress against that plan is being measured frequently.

Careful though: no team, particularly no art team, enjoys having to do paperwork every day in addition to their regular tasks. We’ve sometimes used a very simple, Agile inspired method of sending a message out from the art team every day that states:

  • What was done today
  • What will be worked on tomorrow
  • Any issues so far.

5 minutes or less, and you can be on your way home. Beautiful, right?

Those Slow Communication Blues

You know how in the thick of a project you solve problems with RAPID FIRE COMMUNICATION? Problem! Discussion! Solution! New Problem! It’s like a fast-paced ping pong match.

Now imagine that match taking place underwater, with balls made out of lead, with the players 2000 feet apart.

That’s how it can feel when two remote teams aren’t well coordinated. This causes:

  • Limited flexibility: Game development is an iterative process. It’s normal to deviate from the initial game design, features, and art style. But it needs to happen smoothly.
  • Troubleshooting issues: Unexpected glitches and technical hurdles are inevitable. But because the teams are working separately, it takes longer to explain the problems and come up with solutions.
  • Testing your game after integration. If you find issues with art you have to wait for the art team to respond. But in the meantime, remember how “gate” is a four-letter word?

Possible Solutions:

Let’s face it: there’s only so perfect a plan can be. There will be times you NEED that communication.

There are plenty of ways to make this easier but here’s the one that’s worked best for us: during phases of the project that need more rapid-fire communication, make sure that the teams overlap during 1-2 hours.

At that designated time, treated as Holy and Unviolable, the art and engineering leads must both be available to answer any questions in real-time. No “competing priorities”, no “long lunch”, nothing.

Magical things happen when you implement those overlap hours.

  • Emails get answered a lot quicker when someone knows that they’ll be running into you in a few hours anyway (awkward, right?)
  • 1-2 hours is enough for someone to test what they’ve been given, ask questions, probe about the issue, and get on call to resolve things.
  • People on both teams are a lot less likely to slack off when they have to talk to the person they’ll be gating every day. It’s just a human thing.

FIN

And that’s it! Plan ahead, make sure the studio you pick passes the communication tests with flying colors, and be absolutely pigheaded about talking every single day and having a long meeting at LEAST once a week.

Trust me, if you think you don’t need it, you’re heading for disaster and don’t even know it.

Or hey! You could send the whole entire estimate, art, engineering, everything, our way, and we’ll make sure everyone’s under one roof.

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