▶ Games · Real-time · 2026
Games people finish—and come back to.
Tridence builds web, mobile, and cross-platform games with the boring parts done right: netcode that holds up, economies that do not collapse on day three, and live-ops that ship a patch on Friday without bricking Saturday.
Tailored · To your scope · No flat-rate menus
The honest part
A game is not a pitch deck. It is a system.
Most "gaming projects" die between the prototype that felt great in a demo and the live build that has to survive 10,000 strangers, a leaderboard, and a Discord. We design for the live build first—then make the prototype.
Build · Launch · Ghost
The prototype was fun on a couch. Launch week the servers melted, the economy got farmed in two days, and the patch pipeline takes nine days end-to-end. Live-ops is "whoever has time."
The game is not bad. The system around it is.
Design · Ship · Tend
Netcode and persistence are real before the art is final. The economy has a model behind it. Builds ship through CI to a staging cohort. Telemetry tells you what is fun, not just what is broken.
This is the game you wanted to make.
What we build
Six game disciplines. One shipping team.
Whether you are starting from a Figma file, a Unity prototype, or a live title that needs help, the work fits one of these tracks.
Web & HTML5 games
Instant-play games for portals, brand sites, and embedded experiences. PixiJS, PlayCanvas, Phaser, or pure WebGL—loads fast, runs everywhere, no install friction.
Mobile games · iOS & Android
Native or Unity, casual to mid-core. Store-ready builds, IAP and ads wired in, crash reporting, and live-ops dashboards from day one.
Multiplayer & netcode
Authoritative servers, lockstep, rollback, or hybrid—chosen for your genre, not the latest blog post. Matchmaking, lobbies, and anti-cheat that actually works.
Live-ops & economy design
Seasons, events, soft & hard currencies, drop tables, and a/b tested progression. Backed by telemetry that tells the truth and a patch pipeline that ships in hours, not weeks.
Branded & advergames
Games as marketing—built for campaigns, activations, and microsites. Scoped to a launch window, instrumented for attribution, and never the embarrassing kind.
Gamification & engagement
Loyalty, training, fitness, and product onboarding that borrow from games without faking them. Points, streaks, and quests that respect the player’s time.
How engagements start
Three entry points. One standard.
No SKUs, no flat-rate menus. Pick the front door that matches where you are; we size the work after a real conversation.
Game & Live-ops Audit
~2 weeks · Fixed scope
- Build, perf, and crash review
- Economy & retention teardown
- Netcode & backend gaps
- Prioritized 90-day fix list
End-to-End Game Build
12–26 weeks · Outcome-based
- Design, prototype, vertical slice
- Production, QA, and store launch
- Backend, telemetry, live-ops
- Day-90 stability target baked in
Continuous Live-ops
Monthly · Seasons & events
- Patch pipeline & release trains
- Events, seasons, balancing
- Telemetry, a/b testing, dashboards
- Crash, perf, and economy on call
How the work moves
Prototype. Slice. Ship. Tend.
Every project runs on the same loop. The names are old-school on purpose.
Find the fun
Greybox the core loop fast. Playtest with humans, not stakeholders. If the loop is not fun by week three, we say so before art and audio get expensive.
Vertical slice & pillars
One level, one boss, one full session at shipping quality. Backend, telemetry, and the patch pipeline are real here—not promised for later.
Production & launch
Content scaling, QA, store readiness, and a soft-launch cohort before global. Marketing, ASO, and the day-one patch are part of the plan, not the surprise.
Live-ops & seasons
Events, balance patches, new content, and telemetry-led tuning. The day-90 build should be more fun and more stable than the launch build, on purpose.
The stack
Engines and tools we ship with.
We pick tools we are willing to debug at 2 a.m. before launch. The list is short on purpose.
FAQ
Game questions, answered honestly.
Will you take a revenue share instead of a fee?
Rarely, and only when the publishing path, IP, and live-ops budget are all clear up front. Most of the time, a clean fee structure is healthier for both sides than a rev-share that incentivizes the wrong things.
Unity, Unreal, or web?
Whichever fits the genre, the platform, and the team. We have shipped on all three. We will not pick an engine because it is in our pitch deck.
Can you take over a stuck project?
Yes—and most of our rescues start with a one-week audit before we touch a line of code. We will tell you honestly whether to finish, refactor, or restart.
Do you do NFTs or "play to earn"?
We have shipped on-chain when it actually served the game. We will not bolt tokens onto a game to chase a cycle. The game has to be fun without them.
How do you handle live-ops after launch?
Release trains, telemetry, soft-launch cohorts, and a patch pipeline that ships in hours. We can run live-ops with you, for you, or train your team to take it over.
What does it cost?
Tailored to scope. There is no flat-rate menu. We size the work after a 15-minute discovery and a feasibility pass, never before.
Got a prototype, a stuck build, or a live game that needs tending?
Bring the build, the telemetry, and the last patch notes. Fifteen minutes, real engineers, no slide deck.
Jacksonville (HQ) · Chicago · Nationwide