Studios and teams building interactive experiences — from indie projects to client-commissioned work.
Scoping that protects the team from feature creep.
Game and interactive design that holds up against shipped titles, not just prototypes.
Production tooling that keeps a small team moving at a bigger studio's pace.
Small teams wear too many hats — design, production, and delivery often sit with the same two or three people. Client-commissioned work needs the same rigor as a shipped product, on a fraction of the timeline.
Industry: Games — Interactive Campaign · Zovkai's own project, built in-house
Can a playable experience do what a static ad can't — get people to spend real time inside a brand's story instead of scrolling past it? We built this ourselves to find out, rather than pitch a client on an untested idea.
A multiplayer browser game set in a haunted sugar factory — up to 6 players per room, no download, no install. Built end to end in-house: game design, art, multiplayer netcode, and hosting.
Live and playable right now — the working proof of what we'd build as a campaign for a brand. Zovkai's own Game Builder tool is live and in use as well. Full case study →