Levels, characters and controls designed and built in 3D.
Rewards, events and progress that keep players engaged.
Multiplayer servers handle matches and saved progress.
A console lets your team manage players and content.
We build games and interactive real-time 3D experiences, plus the servers and back-office tools that keep them running. That covers player accounts, multiplayer and live content updates.
Levels, characters and controls designed and built in 3D.
Rewards, events and progress that keep players engaged.
Multiplayer servers handle matches and saved progress.
A console lets your team manage players and content.
Four stages, each ending with something you can see and review before the next one starts.
Agree the audience, platforms and the core loop: what the player does again and again.
Build a rough playable version early to test whether it is actually fun or useful.
Develop content, art, back end and tools in milestones with regular playable builds.
Launch, monitor player behaviour and run updates and events through your admin tools.
Design and development of casual, mobile and PC games from prototype to release.
Discuss thisReal-time 3D for product showcases, training, simulations and visitor attractions.
Discuss thisServers for matchmaking, real-time play, chat and saving player progress.
Discuss thisSystems for events, offers and content updates without releasing a new version.
Discuss thisBack-office screens for player support, moderation, refunds and reporting.
Discuss thisIn-app purchases, virtual currency and reward systems with fraud checks.
Discuss thisTracking how people play, where they stop and what keeps them coming back.
Discuss thisBringing a title to new platforms and improving frame rate and load times.
Discuss thisMatch video holds what coaches need to know, but going through it by hand is slow.
Coaches use the statistics during and after a game.
Also delivered: A VR walking simulator platform for an immersive technology client.
Delivered by Hoki and its engineering partners. Product and client names belong to their owners.
Discuss a similar projectWe pick tools around your existing systems, your team and how the product will be run.
The same engineering, shaped by the rules and realities of each sector.
Companion games, interactive shows and fan experiences tied to your content.
3D product configurators and branded games for campaigns and loyalty schemes.
Learning games and simulations for schools, museums and public programmes.
Interactive 3D training for machine operation, assembly and safety procedures.
Simulators for hazardous procedures that are costly or unsafe to practise for real.
Training simulations and engaging exercises for patient education and rehabilitation.
No. Alongside games, much of this work is interactive 3D for training, product showcases and education. The same engines and skills apply, with goals measured in learning or sales rather than play time.
Yes. We review the code, servers and tools first, then agree what to stabilise, improve or rebuild. This is common for titles that need porting, a new back end or better live operations tools.
Ownership of code, art and other assets is set out in the contract, and it is typically the client. Licensed engines, fonts and third-party assets remain under their own licence terms.
It depends heavily on scope, art style, platforms and online features. We usually start with a paid prototype phase. Once the concept is proven, we agree the production budget based on what the prototype taught us.
Another question? Email hello@hoki.co
Describe the idea, the audience and the platforms, and we will suggest how to prove it with a first prototype.
Share a few details about your games and real-time 3D project. We will reply with questions and a suggested next step.
A few details help us bring the right people to the first call.
Your enquiry is with our team. Here is what happens next.
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