Games and gamification

Loops that bring users back tomorrow.

Streaks, rewards and leaderboards, built in Unity or for the web by engineers who understand pacing. A playable MVP in 10 days, at about 20% of what a traditional human team would cost.

We've done this before

From the arcade floor
to the therapy room.

Redplum skill games shown on cabinet screens
Gaming & Entertainment

Redplum Games

Skill game cabinets, from the game code down to the bill acceptor.

1.5M games played every month

See the project →
Children playing an Immerzio projected wall game
Gaming & Entertainment

Immerzio

Interactive wall and floor games for arcades and play zones, played with nothing but movement.

25+ motion games, live for 3 years

See the project →
Takshara learner dashboard
Corporate Learning · AI

Takshara

A gamified learning management system for corporates, with enterprise-grade security.

First version in 15 days

See the project →
View all work →
What you get in 10 days

Something people can
play, not just picture.

Put it in front of players, a pilot client or an investor, and watch whether they come back tomorrow.

01

The core loop, playable

The primary action and reward cycle, built in Unity or as a web-native system, playable and tunable before anything else gets layered on.

02

Rewards you can tune

Points, badges, streaks and leaderboards as configurable systems. Your team adjusts reward schedules without a code deploy.

03

A build to playtest

A shareable build plus structured playtest notes on pacing, reward feel and progression edge cases.

How we build it

From loop design
to playable build.

  1. 01 · Design

    Map the loop

    We map player motivation, define the core loop and lock the reward schedule before code. You own the design doc.

  2. 02 · Loop

    Build the core cycle

    The main action and reward cycle goes in first, in Unity or on the web, so you can feel it early.

  3. 03 · Rewards

    Layer the systems

    Streaks, badges, leaderboards and economies, built as config so your team can run experiments.

  4. 04 · Playtest

    Test the feel

    Structured playtests catch pacing issues, flat rewards and holes in progression logic before players do.

How is that possible?

Tuning without scope creep.

Game projects drift when reward tuning never ends. Redplum Delivery OS™ keeps every phase time-boxed, every commit reviewed and every risk visible early.

  • Quality Agent reviews every Unity and web commit, catching regressions in reward logic and loop timing.
  • Ops Agent writes a daily build report and flags scope drift before it costs you a day.
  • Domain Skills bring Unity patterns, leaderboard schemas and loop templates, so we don't learn game architecture on your budget.
See the Delivery OS™ →
Where it works

Gamification isn't just for games.

Habits, learning and behaviour change are engagement problems. We bring game engineering wherever they show up.

Not ready for an estimate?

Start with loops
that already work.

The Gaming starter kit gives you the engagement-loop templates we start from, ready to adapt to your game or product.

Free · Gaming starter kit

Engagement-loop templates

  • Streak and comeback templates
  • Reward and progression patterns
  • Notes on what to playtest first

Email only. Yours to keep, call or no call.

Your game loop.
Playable in 10 days.

Describe the game or the engagement problem and we'll email you a ballpark timeline and cost within minutes. If the numbers work, we start building.

Get my ballpark estimate →

Rough estimate. No sales call. No commitment.