CANADIAN GAME STUDIO

Build Games That Ship

We plan, build, and test PC, mobile, and web games for indie teams, startups, and brands. Get fast prototypes, clean art, and solid Unity or Unreal builds.

Foam level blockout, resin character maquette, terrain modules and dev kit on a moody game studio table.

Metric 01

40+

From first sketch to store build, we handle art, code, testing, and release work.

Metric 02

8 wks

From first sketch to store build, we handle art, code, testing, and release work.

Metric 03

4.8/5

From first sketch to store build, we handle art, code, testing, and release work.

HOW IT WORKS

Four Steps To A Playable Build

Clear game rules, loop flow, and feature maps for indie teams and brand games.

Foam-core game design blockout with route markers and terrain steps on a studio bench.

1-2 week start

Game Design Plans

From $3,500

Clear game rules, loop flow, and feature maps for indie teams and brand games.

Resin creature bust with clay maquettes, primered parts and electric-blue accents in warm side light

Asset packs

2D and 3D Game Art

From $4,200

Prototype game hardware powers up on a travertine workbench with glowing indicator lights.

2-8 weeks

Prototype Sprints

From $6,500

Foam-core game level blockout on a walnut workbench with long shadows and haze
01Per level set

Level Design Maps

From $4,800

Blockouts, pacing, and enemy paths for clean play flow and better challenge.

Game dev hardware stack with glowing blue status lights, braided cables and SSDs on a concrete shelf.
02Milestone builds

Unity and Unreal Dev

From $7,500

Gameplay code, menus, saves, and build fixes for PC, mobile, and web.

Macro of lined-up phones, a console dock, battery packs and sealed shipping cases on a test bench.
03Pre-launch pass

QA Testing and Release

From $3,900

Bug checks, device tests, store prep, and final handoff notes.

GAME SERVICES

Games Built For Real Deadlines

We set the game goal, build list, art needs, and target platform.

Top-down scope tokens, blank cube marker and drafting compass on stone with a blue accent.
01

Plan the scope

We set the game goal, build list, art needs, and target platform.

Prototype shell, button caps, board module and spacer ring on a soft plaster sweep.
02

Build a prototype

We make a playable slice with the main loop, key screens, and core feel.

Worn game controller with spare parts and calibration pucks on concrete in soft side light.
03

Test and tune

We fix bugs, tighten controls, and adjust play speed with your notes.

Opened carry case with dock and accessory kit on pale wood, lit softly from one side.
04

Ship the build

We hand over the final files, store steps, and a simple next plan.

CASE STUDIES

Recent Work For Games And Brands

One scoping call Core loop notes Small prototype slice Basic 2D art pass One revision round

One-time projectOne-time project

Starter

From $4,500

  • One scoping call
  • Core loop notes
  • Small prototype slice
  • Basic 2D art pass
  • One revision round
Most popularSplit by milestones

Signature

From $11,000

  • Project map and task list
  • Two milestone builds
  • Playable code block
  • Full 2D or 3D art set
  • Level blockout set
  • QA bug sweep
Billed by phaseBilled by phase

Scale

From $24,000

  • Large game design pack
  • Advanced Unity or Unreal code
  • Full art production pack
  • Multi-platform build set
  • Device QA rounds
  • Launch handoff kit

WHAT CLIENTS SAY

Clients Talk About Clear Work

Shipped a clean mobile puzzle game with fast menus and low crash rates.

Macro of a smartphone puzzle demo on a stone pedestal with acrylic pieces and a charging base.

Mobile

Puzzle App Built for Launch

Shipped a clean mobile puzzle game with fast menus and low crash rates.

Painted fantasy miniatures on stepped terrain with smoky light and ember-orange glow.

Indie

RPG Slice Won Funding

Game launch pedestal with tablet shell, packaging and acrylic token in a studio setting.

Brand

Brand Game Raised Leads

Miniature racing circuit with glossy track, guardrails, and warm window light in a studio corner

PC Game

Racing Tracks Cut Bugs

Cinematic co-op game test station with twin controllers, docked devices, and amber charging lights.

Startup

Co-op MVP Reached Testers

Creative director still life with a travertine maquette, paint chips, and frosted material samples

Game scope and story

Maya Desai

Macro of keyboard, SSD, USB-C hub, heatsink fins, and screwdriver on a walnut bench.

Unity and Unreal code

Ethan Brooks

Miniature bust, stylus, palette, pigment sticks and texture chips on a dusty workbench

2D sprites and 3D props

Sofia Nguyen

Worn game controller with thumbsticks, battery packs, dice, and vibration motors on a terracotta tray

Bug checks and device tests

Caleb Moore

Proof

Customer notes

Verified

Game Forge turned our rough idea into a working build fast.

Creative director still life with a travertine maquette, paint chips, and frosted material samples

Lena Park

Founder, Northlight Toys

Verified

Their art and code stayed on the same page from day one.

Macro of keyboard, SSD, USB-C hub, heatsink fins, and screwdriver on a walnut bench.

Jonah Reid

Product Lead, Trailbyte Labs

Verified

The prototype helped us show publishers a real game, not a slide deck.

Miniature bust, stylus, palette, pigment sticks and texture chips on a dusty workbench

Priya Shah

CEO, Studio Northline

Service area

Ontario

Toronto, Ottawa, Mississauga, Hamilton, Waterloo

Toronto skyline and CN Tower above misty Lake Ontario harbor, calm water below.

Area 01

Ontario

Toronto, Ottawa, Mississauga, Hamilton, Waterloo

Vancouver harbor under low cloud with Coast Mountains layered behind and calm open water below.

Area 02

British Columbia

Vancouver, Burnaby, Surrey, Victoria, Kelowna

Storm-clearing golden light over Alberta foothills and open prairie

Area 03

Alberta

Calgary, Edmonton, Red Deer, Lethbridge, Airdrie

Old Quebec rooftops above the St. Lawrence in dusk mist, with calm water below.

Area 04

Quebec

Montreal, Laval, Quebec City, Gatineau, Longueuil

The Map

Questions

Common Questions Answered

Quick answers before visitors choose a product, service, or next step.

01What kinds of games do you build?+

We build 2D and 3D games for PC, mobile, and web, from small indie ideas to brand games. We can also plan art, code, and QA.

02Do you work in Unity and Unreal?+

Yes. We use Unity and Unreal for prototypes, full builds, and clean handoff files for teams that need one code path and fast fixes.

03How long does a prototype take?+

Most prototype sprints take 2 to 8 weeks, based on scope, art needs, and test rounds. We set the timeline before work starts.

04Can you help with art too?+

Yes. We make concept art, sprites, 3D props, UI, and level blockouts for the build. Need more? We can match your style guide.

05Do you test before release?+

Yes. QA checks bugs, menus, controls, and device issues before we pass the build on. You get a clear fix list too.

06Do you work with startups and brands?+

Yes. We help small teams, funded startups, and brands that need a game for a launch or promo. We keep the scope tied to a real goal.

Game Dev Notes

Get short notes on game planning, prototype tips, and release work from the Game Forge team.