Case Studies

Real games we built for real brands — with the results to match.

How to read these

What a case study here covers

Every project on this page started as a brief and ended as a game people could actually play. The write-ups follow the same shape: the problem the game had to solve, the mechanic we picked and why, what we built, and what shipped.

The work spans different reasons to build a game. Some are marketing-led — a game built around a release, designed to be understood in one session and shared. Others are product-led — a multiplayer system that has to hold up under real concurrent play, or an educational collection that has to teach something while it entertains.

We design, build and score in-house, so each write-up covers the whole chain: game design, art direction, engineering and audio. Where a project was a prototype rather than a launch, we say so.

Dark Fortress CASE STUDY

Prathamesh Kumar

Dark Fortress

A prototype for a game that blends Vampire Survivors with Survivor.io.

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Sports Car CASE STUDY

Bright Antenna Records

Sports Car

A fun car obstacle-avoiding game built around a new song release by Meg Elsier.

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Rulo Cosmos CASE STUDY

NQCITY Media Tech

Rulo Cosmos

An educational game collection that teaches kids about the creation of the cosmos.

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Teen Patti & Rummy CASE STUDY

Teen Patti & Rummy

A multiplayer online casino with Teen Patti and Rummy card games.

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WHAT CLIENTS SAY

“Maziminds work increased engagement and learning outcomes by 525%. The team provided excellent project management and end-to-end support, helping us overcome every challenge. Overall, the engagement was a success.”

Raj Avinash Kumar

Head of Products · NQCITY Media Tech Pvt Ltd

★★★★★ 5.0 on Clutch

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