Original IP
We conceive, fund and ship our own titles end to end — from the first grey-box prototype to the day-one patch.
MindBlow Games is an independent studio making bold, mechanically strange games for PC, console and mobile. We prototype fast, playtest harder, and ship things that stick in people's heads long after the credits roll.
Puzzles, arcade sports and everything in between — built, published and supported in-house.
MindBlow Games is an independent studio making bold, mechanically strange games for PC, console and mobile. We prototype fast, playtest harder, and ship things that stick in people's heads long after the credits roll.
We're engineers, artists and designers who got tired of games that play it safe. Everything we ship starts as a question nobody has answered yet — then we build until the answer is fun.
We've been at it since 2025, working out of Lahore, Pakistan with a team that stays small on purpose — small enough that the person who designs a mechanic is usually the person who builds it.
We run our own titles and plug into other people's. Either way you get the same team, the same standards and the same willingness to say when something isn't working.
We conceive, fund and ship our own titles end to end — from the first grey-box prototype to the day-one patch.
Drop our engineers and artists into your production. Unreal, Unity and custom engines, shipping to your milestones.
Concept, 3D, rigging, VFX and technical art. Stylised or realistic, built to hold up at 60fps on real hardware.
Console certification, platform compliance and the unglamorous frame-time work that gets you through submission.
Seasons, events, economy tuning and the analytics loop that keeps a live game healthy years after launch.
Adaptive scores, sound design and implementation in Wwise or FMOD, mixed for headphones and living rooms alike.
Five stages, no mystery. You get a playable build at every one of them.
Two weeks, one playable build. If the core loop isn't fun in grey boxes, no amount of art will save it — so we find out early and cheaply.
One level, final quality, every system talking to every other system. This is the build we take to publishers and playtesters.
Content at scale on two-week sprints, with a playable build every Friday. Scope gets cut here, deliberately and out loud.
Frame pacing, input latency, accessibility passes and platform compliance. The month nobody posts about but everybody feels.
Day-one patch ready, community channels staffed, and a roadmap that treats launch as the start of the conversation.
We hire for curiosity over credentials. If you can show us something you made and explain why it works, we want to talk.
Publishing, co-development, press or just a good idea — tell us about it. We answer every message within two working days.