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Video game and interactive experience development

Games and interactive experiences, from the first prototype to launch. Browser games, connected games played together in the same room, serious games for training or awareness. Bring us the idea.

01 — SERVICES

What we do

  • 01

    Playable prototype

    A quick first version to find out whether the idea is fun, and whether anyone cares, before spending more.

  • 02

    Web and mobile games

    Games playable in the browser or installable on a phone, with no complicated download.

  • 03

    Connected and multiplayer games

    Real-time experiences where every player uses their phone, like our role-playing game Tantale.

  • 04

    Serious games

    Games that train, raise awareness or showcase a region, a brand or a heritage site in a memorable way.

02 — SOLUTIONS

Our solutions in detail

03 — FROM IDEA TO LAUNCH

A video game project, from first idea to launch

A good game does not come out of a frozen specification. It comes from going back and forth between an idea and players who put it to the test, and sometimes tear it apart. We work in four stages, and you deal with the same person from the first conversation to support after release.

  • 01

    Understand

    Who is meant to play, and why? Entertaining people, training them, showing off a place or promoting a brand all lead to different games. We also agree the platforms with you, along with the budget and the timetable. Then we take stock of what already exists, whether that is a setting, some visuals or brand guidelines.

  • 02

    Design

    We write the game design, in other words the rules and goals, the progression, the feelings the game should create. Next comes a playable prototype. It shows whether the idea holds up once it is in someone's hands, and you approve it before production starts.

  • 03

    Build

    Development moves in small steps. You get a playable version often. Test sessions with real players tell us where to adjust the balance or the difficulty, or how easy the game is to pick up.

  • 04

    Launch and support

    Going live, hosting, fixes, new content. We stay on after release, because it is in front of players that a game shows what it is worth. And what is wrong with it.

04 — OUR WORK

Tantale and Hameau Vivant, two games made in Bastia

Our own games are our test bench. They show what we can build. They also show the problems we have already had to solve, before we even touch your project.

  • 01

    Tantale, a connected role-playing game for the home

    Three to six players in the same living room. The game master pilots the ship from a console, each player uses their phone as an on-board terminal, and the TV shows the maps and surveillance cameras, with events as they happen. Under the bonnet there is Node.js and an installable web app (PWA), with every screen kept in sync in real time.

  • 02

    Hameau Vivant, a persistent social simulation

    An online village that carries on living when nobody is connected. Its inhabitants are driven by a large language model (LLM), an AI that produces dialogue and decisions to suit the situation. The world is drawn in 3D in the browser, using Three.js.

  • 03

    What these projects demonstrate

    Several screens, each with its own role, kept in step. Real time. Installation without an app store, 3D in the browser, and artificial intelligence built into a game without it taking over the controls.

05 — WEB TECHNOLOGY

Why the web, for most of our games

We mostly work with web technologies, JavaScript and TypeScript above all. The reason is simple. One build reaches the largest number of players. A link is all it takes to start, on a computer as easily as on a phone, and every fix reaches everyone at once, with no app store review to wait for.

This choice has limits, and we say so. A very demanding 3D game, or a title for home consoles, needs other tools. For a narrative game, a digital board game, a connected game, a serious game or a light 3D experience, though, the web strikes a very good balance between what it costs and how many players it reaches.

When the project justifies it, we also look at publishing on the App Store or Google Play. You then have to accept their review process and their commission, not to mention their own pace for updates.

06 — BUDGET

The cost of a custom video game, and what moves it

Every project gets a clear quote after a first conversation. Rather than a ballpark figure, here is what really weighs on the budget of a game.

  • 01

    Game mechanics

    A quiz is nowhere near as complex as a digital board game, let alone a simulation. The more rules and interactions there are, the more there is to develop, then test.

  • 02

    Number of players

    A single-player game runs by itself in the browser. As soon as several people play together, you need a server and synchronisation, plus testing in groups.

  • 03

    Visuals and sound

    2D or 3D, original illustrations, animation, music, voices. This item swings a lot with the artistic ambition, and with what you already have.

  • 04

    Amount of content

    How many levels, scenarios, questions or languages have to be produced, proofread, then built in.

  • 05

    Accounts and administration

    Player profiles, saved progress, leaderboards. Sometimes a tool so you can edit the content yourself.

  • 06

    Running the game

    Hosting, monitoring, fixes, updates after launch. Especially for an online game that has to last for years.

07 — AFTER RELEASE

After launch, keeping an online game alive

An online game is never really finished. The players will remind you of that. One level is too hard, one rule is misunderstood, and people ask for new content. With your agreement, and in line with the GDPR, we set up a few simple usage measurements to see where players drop off and what they enjoy.

After that we keep looking after the hosting and the server monitoring, the security updates, the changes we decide on together. For a project based in Corsica, being in Bastia helps too. We meet in person, run tests with a local audience, adjust quickly before an event.

08 — WHO IT'S FOR

Who this service is for

Studios, businesses, tourist offices or museums that want an interactive experience people remember, built properly and seen through to launch.

09 — METHOD

How we work

  1. T-3

    Understand

    We talk through your goals and budget. You get a quote you can actually read.

  2. T-2

    Design

    We map out the solution and the mock-ups, which you approve before any development starts.

  3. T-1

    Build

    We develop and test. You follow progress at every step.

  4. T-0

    Launch & support

    Go-live. After that we host it, fix it and keep improving it.

10 — TOOLS

Technologies and methods

  • JavaScript
  • TypeScript
  • Three.js
  • Real time (SSE)
  • PWA
  • Node.js
11 — FAQ

Frequently asked questions

Can you start from a simple idea?

Yes. We help you sharpen the concept, then build a playable prototype to validate the choices before full production.

Which platforms do your games run on?

Mostly web and mobile. Players open the game in a browser or install it like an app.

What is a serious game?

A game designed for a serious purpose: training teams, raising public awareness or showcasing a place. It often engages people better than traditional material.

Who owns the game and its code?

That is decided in writing, before work begins. The rights to the code, the visuals, the sounds or the game's name depend on your project, and the quote already tells you what will be assigned to you, on what terms.

Can you take over a game that is already under way?

Yes, once we have studied it. We start by reviewing the code and the tools used, and what already works. Then we tell you frankly what makes most sense. Carry on, rework some parts, or start again on a fresh footing.

Do you only work with clients in Corsica?

No. We are based in Bastia and work with project owners, businesses or public bodies, on the island as well as on the mainland, and further afield. You deal with the same person from start to finish, and every enquiry gets a reply within 48 hours.

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