Specialists involved: Unity/C# Developer, 2D Designer

Platforms: PC

Game genre: RPG

Project description:

The game based on "The Addams Family" is an isometric game in which you are taking on the role of "The Thing" and fighting monsters in the form of eyes. Explore the mysterious Addams Manor, try to uncover all the secrets not rarely to do so you will have to face puzzles, sometimes dangerous and one wrong move can cost you your life! As you explore Addams Manor, don't forget about the other pets and creatures that hide in the walls and dark corners that you will have to face and fight for your life!!!

Initially the task was to create an MVP for testing with the help of focus group and live metrics, to get the necessary data and on their basis make business decisions on the development and development of the project.

At the start of development, one of the questions was what visual style to use, so that it would fit into the theme of Addams and be attractive to players. After research and analysis, it was decided to choose the style of "Gothic Kawai" as it fits into the theme and does not cause dissonance with the images of Addams. When creating art, we chose the pixel art style as a reference to the classics, but increased detail to retain more audience and users.

Thanks to our decisions and actions, the project came out colorful and thematic with great involvement and retention of players, which eventually led to the decision to develop MVP into a full game.
    A 2D top-down adventure game in a kawaii style with dungeons filled with monsters and the deadmans. The game implements a lot of mechanics, such as: gathering materials, crafting, trading, battles with bosses and monsters, the ability to play as different characters from the Adams family.

    The game has a great leveling system similar to The Binding of Isaac. Unsurpassed dungeon locations with excellent lighting and graphics make the player immerse himself in the atmosphere of a kawaii dungeon.

    At each level there are different types of resources, enemies, and the most terrible - Bosses, who impress with their combat mechanics. The first boss that you can meet is the Great Eye, which is born from the pain and suffering of people from torture, attacks you with its eyes, dodges your attacks and has the ability to disappear from space, clone and berserk mode, in which the eye begins to drift around the location and cause massive damage .

    The mechanics of different crafts will not let you get bored, you can create different potions and items on the alchemy table that will give you different abilities and improve your skills.

    Auctions will help you get the necessary materials for crafting, or sell any junk that was found.


    • A system of collecting materials, for the interest of passing levels and in order to improve the gameplay;

    • A crafting system that allows you to improve the player and have a better chance of winning with Bosses;

    • Trade to facilitate resource extraction;

    • Integration of URP, VFX, SFX for better visuals;

    • AI for enemies and bosses written using algorithms.


    1. DoTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C#;

    2. Unity Localization - Technology for project localization to any language;

    3. URP - Provides artist-friendly workflows that allow you to quickly and easily create optimized graphics across multiple platforms;

    4. FMOD is a proprietary sound effects engine and authoring tool for video games and applications;

    5. Custom Editor are separate scripts that replace the default layout with any editor controls;

    6. Zenject - an open-source dependency injection container targeted for use with the Unity3D game engine, providing functionality on most platforms supported by Unity3D;

    7. TileMap - Provides improved level creation, using custom scripts to combine tiles with different types of tiles;

    8. Particle System - Provides creation of various effects for better game visuals.

      Specialists involved: Unity/C# Developers, UI/UX designer, 3D Animator, VFX Animator, Game-Designer, Concept Artist.

      : PC.

      Game genre: NFT, RPG

      Project description:

      Take your part in this battle on a big arena together with other Shaggy players, bosses and monsters. Defeat them and earn currency along with a variety of in-game items. Ability to sell or upgrade your Shaggy for further mods.

        Technical features of the project

        • Mirror multiplayer network

        Mirror is a high level Networking API for Unity, supporting different low level Transports. Mirror is optimized for ease of use & probability of success. Used to create rooms for real time battles up to 16 players.

        • Inventory system

        During game session you can collect different items of different rarity, manage them to make it use of them and improve you character.

        • Looting system

        Find and collect ammo and cool items to become stronger.

        • Fighting system

        Attack mobs and other players to earn points for your global score.

        • Character customization

        You can upgrade abilities of your shaggy unlock new power-ups.

        • VFX

        Work with hair visualization and optimization for different characters. Various effects for attacks, explosions, events ect.

          Specialists involved: Unity/C# Developer, Unity/C# Developer

          : Android, PC, MacOS.

          Game genre: Multiplayer, Board Games, RPG

          Project description:

          Hoax is a 3D platformer with unique gameplay for both single and multiplayer. It features pulling and hooking mechanics to walls or enemies, as well as melee and ranged combat, providing an engaging gameplay experience.

          Technically, we implemented a vertical slice of the game by focusing on mechanics built on primitives. This allowed us to build the gameplay quickly and efficiently, as well as ensure it was scalable and ready for development. The main purpose of the vertical slice was to demonstrate the core game mechanics and establish a stable foundation for further development of the project along with feedback and suggestions from the player community.

            Technical features of the project

            The prototype of the game with advanced combat logic is designed in the style of a 3D platformer with RPG elements. In the process of developing this game, a flexible control system, custom physics, and a combat system were created, which includes:

            • Hook grip;

            • Ranged and melee attack system;

            • Enhanced attack;

            • Rock-Paper-Scissors system.

            AI enemy logic and online duels between the two games were also created.


            • Non-standard system of movement - this system was developed taking into account the rules of the game allowing you to move along the 4 axes, similar to a chessboard while ensuring a clear fixation of each game model for a particular cell;

            • Control system - a system that allows you to adapt control for Android, iOS, WebGL;

            • Custom physics:

              • Adjustable gravity level;

              • Collision system - a custom collision system that allows you to customize the aspect of the interaction of game objects with each other, adding the desired level of contact and repulsion force;

              • Hook capture system - a system that allows you to interact with such game objects (enemies, walls, or projectiles) and be attracted to those objects.

            • The Rock-Paper-Scissors system is a system in which the player can counterattack an enemy's attack with his own attack. For example: When one player throws a hook, the second player can attack this hook and it will go back to the first player and deal damage to him;

            • AI logic Consists of several stages:

              • Expectation;

              • Movement;

              • Attack;

              • Maneuver.

            • Custom shader - the shader is written to implement the ability to display players when they are out of view. Allows you to display the player model with a certain radius while hiding the environment models.

            Technology stack:

            1. Photon Fusion is a new high-performance state synchronization networking library for Unity1. With a single API, it supports many network architectures such as dedicated server, client-hosted, and shared/distributed authority2. Photon Fusion allows you to create online multiplayer games with Unity and Fusion, using features such as match timer, player chat bubble, player damage, syncing player visuals, etc3. Photon Fusion also provides built-in network behaviors, tick-based callbacks, input, remote procedure calls, data compression, client-side prediction and lag compensation14. Photon Fusion is designed to integrate naturally into the common Unity workflow and to offer advanced and robust netcode solutions for your games;

            2. State machine pattern - is used to write a custom AI model for enemy behavior, taking into account the non-standard movement system;

            3. The Universal Rendering Pipeline is a scalable, multi-platform rendering pipeline built on top of the Scriptable Render Pipeline (SRP) platform. With its scalability, customizability, and rich feature set, URP offers you creative freedom in any type of project, from stylized visuals to physical rendering;

            4. TextMeshPro - an asset for displaying text, differs from the standard asset for text with improved performance and new features;

            5. Joystick Pack - an asset for implementing alternative control using a visual joystick.

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