Games madewith hands & a little stubbornness.

Look — the market is loud. Every operator runs the same library of slots, the same recycled bonus rounds, the same noise. So we built a studio.

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// The Studio · Belgrade

A small room with big ideas, on the second floor.

Our studio sits in Vračar, Belgrade — coffee culture, a printer that occasionally cooperates, and the kind of natural light that designers argue over. We're not a content factory. We're forty-something people who'd rather make one great game than ten forgettable ones.

~40
// In-house humans
60+
// Titles shipped
8yrs
// Average tenure
2floors
// Same espresso machine

What we actually make

Exclusive games. One of one.
Not pulled from a shelf.

Branded slots that carry your identity. Original mechanics that get talked about. Games designed to live on your platform — not anyone else's. Pick a lane below; we've probably built it.

◆ Branded slots

Your brand on the reels — not a sticker.

Custom themes, characters, music, math, and bonus rounds — designed end-to-end around your players, your markets, and the way your audience already loves to spend time.

◆ Original mechanics

Things that haven't been done yet.

New ways to spin. New ways to bonus. New ways to win. We start from a blank page when the brief calls for it — and the math actually holds up under audit.

◆ Math & RTP

Numbers that behave.

RTP, volatility, hit frequency — designed for your player profile, certified for the markets you want.

  • 92–98%RTP range
  • Low–HighVolatility
  • AuditedBy GLI / iTech
◆ Live events

Tournaments, drops, moments.

One-off prize pools, in-game tournaments, jackpot networks — built into the games from day one, not patched on later.

  • NetworkedAcross operators
  • BrandedYour colors only
  • Live opsOur team runs them
◆ Certification

Wherever you play.

We've shipped to Malta, the UK, Ontario, Romania, Greece, Spain, and a stack of LatAm markets. Tell us where you're going.

  • MGAMalta
  • UKGCUnited Kingdom
  • AGCOOntario
  • + moreOn demand

How we actually build it

From "what if…"
to certified, in five steps.

No black box. No vague "our process". Here's exactly what happens after you say yes, and roughly when each thing lands on your calendar.

1

The conversation.

// Week 1–2

It starts with a call. We listen. You tell us about your players, your market, your brand, the kind of energy you want the game to have. We push back where we should. Nobody signs anything yet.

By the end of the discovery phase, we hand you a creative brief and three rough directions to choose from. You pick one. We move.

With: Creative director · Product lead · You
2

The design.

// Week 3–8

Art, characters, world, music, the whole feel. We sketch, you react, we iterate. Same time, the math team is in the corner working out RTP, volatility, hit frequency — translating your brand into numbers that hold up.

You see the game in playable form by week six. Yes, really. Rough, but playable.

With: Art director · Game designer · Mathematician
3

The build.

// Week 9–16

Engineers take over. The game gets built for real — for the platforms it needs to run on, with the integrations it needs to talk to. Weekly demos. No surprises at the end.

This is where mechanics get tightened, edge cases get found, and the math gets locked. You play it constantly. We expect feedback.

With: Lead engineer · QA · Your team
4

The certifications.

// Week 14–22

The game goes to the labs. GLI, iTech, whichever your market needs. We handle the paperwork, the math reports, the back-and-forth. You stay focused on launch.

This is the least romantic part of the job. It's also the part most studios under-budget. We don't.

With: Compliance lead · Math team · Test labs
5

The launch.

// Week 22+

The game goes live on your platform. Real players hit it for the first time. We watch the numbers obsessively for two weeks — RTP holding, no exploits, the right volatility curve. Whatever needs tuning, we tune.

Then we plan the next one. Because the best titles in your catalog are usually the second and third we make together.

With: Whole team · Live ops · Real players

FAQs

While you're thinking about it

Which commission models are supported?

Belgrade, Serbia. Two offices in the Vračar neighborhood, on either side of a small park. About forty in-house designers, artists, mathematicians, and engineers. We don't outsource the work.

How long until I have a game I can actually launch?

Four to seven months for a custom branded slot, depending on complexity and which certifications you need. Lighter reskins are faster. Original mechanics with new math take longer. We'll give you a real timeline in the first conversation, not a marketing one.

Do I own the game when we're done?

Exclusive titles are licensed to your brand and locked to your platform — they don't appear on competitor sites unless you decide otherwise. The math model, art, and code are made for you. If the relationship ever ends, we've got grown-up clauses for that.

What if our first idea isn't great?

Then we'll tell you. Politely, but clearly. Our job isn't to nod through a brief we don't believe in — it's to make games people remember. Sometimes that means going back to the drawing board together, and that's fine. It's a lot cheaper to fix in week two than in month five.

Will I see the game before it goes live?

Yes — constantly. You'll play a rough prototype by week six. You'll see weekly demo builds after that. By certification, you've probably spun the reels a few hundred times yourself. Surprises at the end of a build are nobody's friend.

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