You own everything
IP, source code, art files and the repository transfer to you on final payment. We hand over a project you could take to another studio tomorrow.
About KurlyBrackets
We are a game development and growth studio based in Rawalpindi, working with founders and studios worldwide. Focused enough that you talk to the people building your game, experienced enough to have delivered 100+ projects on 8+ years of Unity work.
KurlyBrackets is led by Malik Shahzaib, who has been building games in Unity for more than eight years. He holds a master’s in Computer Science focused on game development, worked as a Unity developer at Pioneer3d Studio, led game development at Hycube Technologies, and has taught Unity to development teams.
The studio started in 2020 as a Unity team taking on contract work for founders abroad. Five years and 100+ delivered projects later we incorporated as Kurly Brackets (SMC-Private) Limited, and today we are a studio of eight to ten people covering development, art, QA and growth. On Upwork alone that work adds up to 61 completed jobs, 35 client reviews and a Top Rated badge.
What we kept from that is a simple operating rule: tell clients the truth about scope, cost and risk early, even when the truthful answer costs us the project. A game that ships late and over budget damages everyone involved, and it usually traces back to a conversation nobody wanted to have in month one.
We work with two kinds of people. Founders with an idea and no studio, who need a team that can take a concept all the way to a live listing. And existing studios who need specific capacity: a Unity team, an art pipeline, a QA pass, or a growth function they do not want to hire for permanently.
How We Work
These are not posters on a wall. Each one is something you can hold us to in writing.
IP, source code, art files and the repository transfer to you on final payment. We hand over a project you could take to another studio tomorrow.
No account managers relaying messages. The developer working on your game is in the channel and answers you directly.
You get something playable on a fixed cadence from the first sprint. No six-week silences ending in a surprise.
If your budget does not fit the game you are describing, we will say so on the first call rather than taking a deposit and finding out later.
The Team
Eight to ten people in Rawalpindi covering every discipline a game needs. On your project you work directly with the people building it.
Gameplay systems, tools and the build pipeline across mobile, PC and WebGL.
Concept, 2D and 3D production art, animation and VFX, built to a performance budget.
Core loops, progression, difficulty curves and the economy behind them.
Device matrix testing, profiling and store compliance before every submission.
Onboarding, HUD, shop and progression screens that players do not have to think about.
ASO, paid acquisition, creative testing and live ops once the game is out.
Our Process
The same five stages on every project, with the durations we see on a mid-size mobile title. You always know which stage you are in and what comes out of it.
1 to 2 weeks
We learn about your vision, audience, and goals to define the right strategy.
You get: scope document, budget and timeline
2 to 4 weeks
We craft game concepts, core mechanics, and visual direction that stand out.
You get: GDD, art direction, playable prototype
8 to 20 weeks
Our team brings your game to life with clean code, engaging gameplay, and iterative feedback.
You get: two-week builds, sprint demos, source access
2 to 4 weeks
We handle testing, optimization, and publishing to ensure a successful release.
You get: store listings, soft launch data, release build
Ongoing
We support your game post-launch with marketing, live ops, and ongoing improvements.
You get: monthly KPI reporting, live ops calendar
The Practical Details
One call, thirty minutes, no pitch deck. We will tell you what we would do and what it would cost.