Magic Comb Ltd · Independent game studio

We build games that are easy to start and hard to put down.

Magic Comb is a game studio working on original titles and co-developing with publishers. Design, art, engineering and live ops under one roof.

Our games

Games

Empty slots, ready for the studio's real titles. Each card takes key art, a name, a status, a one-line description and the platforms.

Key art
Status

Game title

One or two sentences on what the player does and why it is worth their time.

PlatformsRelease
Key art
Status

Game title

One or two sentences on what the player does and why it is worth their time.

PlatformsRelease
Key art
Status

Game title

One or two sentences on what the player does and why it is worth their time.

PlatformsRelease

The studio

Small team, full stack, no handoffs between companies

Design, art, engineering, audio and live ops sit in the same studio, so an idea reaches a playable build without passing between vendors.

Original titles

We develop and operate our own games, so the systems we build are tested against real players rather than only against a spec.

Co-development

We take a feature, a platform port or a whole production slice off a publisher's plate, working inside their engine and their pipeline.

Engine work

Unity and Unreal, plus our own tooling for level authoring and content pipelines. We hand over source, tools and documentation.

Live operations

Events, seasons, A/B tests and balance patches after launch. A shipped game is the start of the work, not the end of it.

Localisation & release

Store pages, age ratings, platform certification and localisation handled in-house before submission.

Playtesting

Builds go in front of real players on a fixed cadence. Decisions come from recorded sessions, not from opinions in a meeting.

How we build

Five stages from pitch to patch

Every project runs through the same stages, each ending in something playable. Partners get a build and a written review at each gate.

Concept

One page, one core verb, one reference reel. We agree on the fantasy and the target player before anyone opens the engine.

Prototype

A grey-box build that answers one question: is the core loop fun with nothing else attached?

Vertical slice

One level at shipping quality — final art, audio, UI and feel — used for greenlighting, pitching and the first external playtests.

Production

Content at scale on two-week sprints, with a playable build every Friday and performance budgets enforced per platform.

Launch & live ops

Certification, store pages and release, then a patch cadence driven by funnel data, crash reports and player feedback.

Platforms & engines

What we support, and what it takes

Platforms and engines the studio works with. Fill in the frame-rate targets and lead times once they are set.

PlatformEngineTarget frame ratePort lead timeCertification
iOS / AndroidUnity——Store review
PC (Steam)Unity / Unreal——None
Nintendo SwitchUnity——Lotcheck
PlayStation 5 / Xbox SeriesUnreal——Platform certification

FAQ

What publishers and press usually ask

Do you take work-for-hire projects?
Yes, for co-development and ports. An external project gets a dedicated team rather than spare capacity between our own titles.
Who owns the IP on a co-development project?
The publisher does. We keep the right to show the work in our portfolio once the title is public, and we hand over source, tools and build scripts at the end of the contract.
What is the smallest project you take?
A prototype sprint: one designer, one engineer and one artist, ending in a playable build and a written assessment of whether the idea holds up.
Are you hiring?
We open roles a few times a year, usually gameplay engineering and technical art. Send a portfolio and a short note to the studio and we will keep it on file.
Where do I get press assets?
Email the studio and we will send a press kit with key art, screenshots, logos, trailers and fact sheets for the title you are covering.