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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 NotesGamification

Want to Create Educational Games? Learn From Industry Leader John Beck!

INTRODUCTION

John Beck

You don’t know how lucky you are. I was within a hair of writing an article about games and education. FRAG has worked on a few in our time and it’s filled with me a grinning self-confidence on the topic. And then I thought to myself, Zaair, why would you ever do that when you could interview John Beck instead.

If you’re feeling a little too pleased with yourself and want a kick in the self-esteem, have a look at John’s full profile. We at FRAG take no responsibility for any resultant psychological scarring.

Suffice it to say, the man is a giant in his field and one of the very first people to start thinking seriously about games in education. The Interactive Learning Experiences his North Star Leadership Group have created have been described by The Huffington Post, Bloomberg and the Financial Times as the future of education. We’ve had the privilege of working with him on a couple of his projects.

But you’re not here for me. Without further ado, I’ll let John take the mic!

WHAT WOULD YOUR FIRST RESPONSE BE TO PEOPLE WHO BELIEVE THE EDUCATION PARADIGM IS FINE AS IT IS?

My first response is “education paradigm” doesn’t mean much to me. I believe the educational “system” (pedagogy, methods, accreditation, administration etc.) needs to come into the 21st century. It has changed very little since the 1800s — especially in higher ed. Elementary and secondary schools have adopted some very good technology products for memorization and relatively simple knowledge transfer, but no one has figured out a great technology-based system for communicating concepts and critical thinking in a useful manner.

HOW WIDESPREAD IS THE ROTE-LEARNING PARADIGM, AND HOW USEFUL IS IT?

I think there is a fair amount of memorization that is part of basic education – but with the internet at most of our fingertips, knowledge in our heads is much less important that the ability to find the right kinds of “knowledge” quickly. Rote-learning is still the norm all the way through graduate school… sadly.

WHAT’S THE FIRST EXPERIENCE THAT CONVINCED YOU TO START MAKING INTERACTIVE LEARNING EXPERIENCES?

I’ll copy and paste this story from the book I’m writing here: As part of my PhD program in Organizational Behavior 35 years ago, I was enrolled in the first year of Harvard Business School’s MBA program. The OB course was not until late in the school year, but I was so excited to finally see the way I would be expected to teach for the rest of my career. Part way into that course, I have a distinct memory of the professor in the “pit”—the bottom of a tiered classroom filled with 90 students. The professor was engaged in a role-play exercise with one of my classmates. What the professor and the one student were doing was perfectly fine—that role-playing student, standing in the pit with the professor was highly engaged and learning a lot. But, when I looked around the room, at least 80% of the other students had phased out. And the two questions I had in my head at that time – and never could get out of my head, apparently for the rest of my career—were: “Is this really what I’m supposed to be doing for the rest of my life???” and “Couldn’t technology be really helpful in expanding the reach of that one professor at least 90-fold?”

After my MBA class experience, I went right home to my 128K original Macintosh computer and tried to figure out a way to create software that would be more effective than what I had seen in class – something that would allow every student to do that role-play and experiment with their own ideas about how to solve the case problem. My first couple of jobs before my PhD program had been in computer programming, so I had high hopes for my abilities. But, I didn’t have very many lines of code written on my Mac before it broke; I had quickly exceeded the memory capacity of my machine. Then was not the time to do what I saw as the future of education.

And while I’ve returned to this idea over and over again since then, I have not been able to figure out a way to make it work … until recently

IS THERE SOMETHING YOU SEE PEOPLE COMMONLY GET WRONG ABOUT EDUCATIONAL GAMES?

Yes – they are built either as games or as education – getting to a sweet spot in the middle is difficult. And in almost EVERY case, they are just too simple. For anything with higher level conceptual value (and realism), you need a LOT more complexity to make it interesting and valuable.

OTHER THAN YOUR OWN, WHICH EDUCATIONAL GAMES HAVE SOME REALLY INTERESTING ASPECTS?

I haven’t run into anything I love. I’ve seen some great graphics and themes, but the ones with the most potential I’ve seen are the massive simulation worlds (Sims, Minecraft) but they require a class-session built around them to draw out the learning. I’ve never seen a standalone version of these that I think knows how to combine conceptual knowledge and really test students on that.

HOW MUCH OF A GREAT EDUCATIONAL GAME IS ABOUT NOVEL IDEAS, AND HOW MUCH IS EXECUTION?

It is both. Getting and keeping attention is really really hard. Most of us are not very good at it, but if you cannot do that, you probably can’t impact very many people.

WHAT BOOK WOULD YOU RECOMMEND TO SOMEONE CREATING EDUCATIONAL GAMES?

I have never found one I love on that topic – but I would read everything I could about brain science!

YOU TALK ABOUT MENTAL MODELS – ARE GAMES INHERENTLY BETTER AT TEACHING THEM?

Mental models are simply the way we generalize individual experiences/learnings into patterns. Because games can give us hundreds of those experiences/learnings in the same time it would take a face-to-face class to give us a few, they are powerful. But TOO often games do not offer the concepts of the models in theoretical form – those conceptual models are short-cuts based on thousands of others’ experiences. Combining concepts with learning from personal behavior is a powerful way to learn quickly and well.

And there we have it! John is one of the best in the world in this still exciting, still young field and we look forward to working with him again whenever we can.

And if one of YOU is looking to get into educational games – and I hope there’s many of you – it’s a daunting task, but it can be done! Just try and find someone who can help you find your feet.

In fact, do you have an idea for an educational game and want some guidance and an estimate? Here’s your chance!

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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