#Top-10 company

We build gamerspublisherstrust to ship

Whimsy Games is a full-cycle game development and art production studio. We partner with publishers and studios to deliver mobile, PC and console titles — from concept to live ops.

Whimsy Games raccoon mascot holding a phone
8+yearsin the game industry
89clientsin the game industry
100+gamesdeveloped
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?Services

What we do, exactly

Four core practices that cover the full game production cycle. Each one is run by a dedicated team — not a freelancer pool — so quality and timelines stay predictable.

2D3DAnimationUI/UX

Game art & animation

2D and 3D production, character design, environment art, VFX, UI/UX and animation pipelines. Stylised or photorealistic — we match your art bible and keep production smooth.

More info
MobilePCConsole

Full-cycle development

2D and 3D production, character design, environment art, VFX, UI/UX and animation pipelines. Stylised or photorealistic — we match your art bible and keep production smooth.

More info
UnityUnreal

Co-development

2D and 3D production, character design, environment art, VFX, UI/UX and animation pipelines. Stylised or photorealistic — we match your art bible and keep production smooth.

More info
EventsContent

Live ops

2D and 3D production, character design, environment art, VFX, UI/UX and animation pipelines. Stylised or photorealistic — we match your art bible and keep production smooth.

More info
$Featured work

Projects

Selected projects from the last 24 months. Each card shows scope, platforms and a concrete outcome

See our work
Skiesverce
Full-cycle dev3D ArtUI/UX
Skiesverce
Skiesverce 2
Full-cycle dev3D ArtUI/UX
Skiesverce 2
Skiesverce 3
Full-cycle dev3D ArtUI/UX
Skiesverce 3
Skiesverce 4
Full-cycle dev3D ArtUI/UX
Skiesverce 4
Skiesverce 5
Full-cycle dev3D ArtUI/UX
Skiesverce 5
@Featured work

Case studies

Five flagship projects from the last 24 months. Hover a panel to expand the full case — scope, platform and the outcome we shipped

01 / 05
Action RPGUnity3D Art

Tight deadline: 3D characters in 4 weeks

A full 3D character pipeline delivered in 4 weeks — 12 hero characters, rigged and shipped to soft launch on schedule.

Read case
01Wild Rage
02 / 05
Match-3UnityLive ops

Live ops that doubled retention

Seasonal events and content cadence that lifted D30 retention twofold within a quarter.

Read case
02Squidgames Match-3
03 / 05
Idle RPGUnreal2D Art

An art pipeline for 200+ heroes

Character factory with a style bible, batch rigging and weekly drops the community waits for.

Read case
03Superheroes
04 / 05
PuzzleMobileCo-dev

Co-dev that shipped on both stores

Embedded team took a prototype to global launch on iOS and Android in five months.

Read case
04Højtbelagt
05 / 05
Word gameUnityFull cycle

Full cycle: from GDD to soft launch

Concept, art, code and analytics — one team, one backlog, a store-featured launch.

Read case
05Morphs
%Process

From conceptto live game

A five-phase production framework that takes games from first brief to live ops — with clear deliverables, dedicated teams, and full creative visibility at every stage.

%Step 12–4 weeks

Discovery

We translate your vision into a working brief: GDD, tech scope, risk audit, and budget. You leave this phase with a production-ready plan, not a pitch deck.

Tech LeadArt DirectorGame Designer
^Step 23–5 weeks

Pre-Production

We lock the core loop, build a vertical slice, and validate every assumption before full production begins. No surprises down the road.

Game DesignerTech Lead2D/3D Artist
&Step 38–24 weeks

Production

Full-cycle development in two-week sprints. You get regular builds, weekly syncs, and a dedicated team that feels like an extension of yours.

Full Dev TeamQA EngineerProducer
$Step 42–4 weeks

QA & Polish

We stress-test across devices, fix edge cases, and refine the experience until it's ready to ship — not just ready to demo.

QA LeadTech LeadGame Designer
?Step 5Ongoing

Launch & Live Ops

We support the release, monitor performance, and keep iterating — new content, patches, and feature updates as your game grows.

ProducerDev-SupportAnalytics

Teams

The people who take a game to release

Core roles

Who sets direction and owns the decisions

Art DirectorGame DesignerTech LeadProducer

Extended team

Specialists who plug in at specific stages

Data AnalystLiveOps TeamFull Team

Tools

Software and services the game runs on

Modeling & graphics

Sculpting, models and textures for assets

ToolToolToolTool

Generative helpers

Generating art, copy and audio to move faster

ToolToolToolTool

Code & build

Engines, code and the build pipeline

ToolToolToolTool
&Value

Why teams pick us, specifically

We aren't the cheapest outsourcing studio on Clutch. Here is what publishers and producers tell us makes the difference after working with us.

Deep co-dev integration

We embed inside your Jira, Slack and Perforce — not parallel to them. Producers ping our leads directly. No agency-side gatekeeping, no proxy PMs slowing down feedback.

< 4hAvg response time on production blockers

AI-assisted pipelines

Procedural tooling and AI-augmented art passes that compress timelines without compromising quality, used as accelerators, never as replacements for senior artists.

~30%Faster on art-heavy productions

Art + engineering sync

Our art and code teams sit in the same studio, not on different continents. Asset specs are written by people who'll integrate them — fewer rework loops, cleaner pipelines.

1 roofProduction team co-located in Kyiv
9+
Years in the industryContinuous operation since 2017
99+
Shipped titlesAcross mobile, PC and console
89
Clients servedFrom indie to AAA publishers
75
Professionals on teamArtists, engineers, producers

We strive for excellence

Clutch awards
<>Tech

Engines &tooling we ship on

We pick the stack to fit the title, not the other way around. Most of our shipped work runs on Unity and Unreal, with custom backends and live-ops tooling layered on top.

AI assistants for generating concepts, textures, character variations, and LODs. We use them as accelerators for senior artists, not as replacements.

CascadeurComfyUICopilotFireflyClaudeGemini
/Testimonials

Words from thepeople we ship with

Direct quotes from producers, art directors and CTOs who've run multi-month productions with our team.

Clutch
Henrik OlsenCEO & Co-founder

Whimsy was the first outsourcing partner that actually felt like an extension of our internal team. Daily standups, transparent burndowns, and art that didn't need three revision passes.

Clutch
Henrik OlsenCEO & Co-founder

Whimsy was the first outsourcing partner that actually felt like an extension of our internal team. Daily standups, transparent burndowns, and art that didn't need three revision passes.

Clutch
Maya ChenExecutive Producer

They took over live ops without a single dropped event. Retention grew a quarter in a row — and our internal team finally slept.

Clutch
Tomas WeberCTO

Asset specs written by people who integrate them. Fewer rework loops than any vendor we've tried in eight years.

}{FAQ

Direct answers

Questions producers and founders ask before signing. If yours isn't here — the form below lands in our inbox, not a sales queue.

^Knowledge centre

What we publish

Long-form pieces on outsourcing economics, production models and the state of game dev tooling. Written by our leads, not an SEO agency.

Guide13 min
Mar 2026

Game development outsourcing: the complete 2026 guide

Pricing tiers, contract models, regional rates and how to vet a studio before signing — the playbook we wish existed when we started.

Guide13 min
Mar 2026

Game development outsourcing: the complete 2026 guide

Pricing tiers, contract models, regional rates and how to vet a studio before signing — the playbook we wish existed when we started.

Guide13 min
Mar 2026

Game development outsourcing: the complete 2026 guide

Pricing tiers, contract models, regional rates and how to vet a studio before signing — the playbook we wish existed when we started.

Guide13 min
Mar 2026

Game development outsourcing: the complete 2026 guide

Pricing tiers, contract models, regional rates and how to vet a studio before signing — the playbook we wish existed when we started.

Guide13 min
Mar 2026

Game development outsourcing: the complete 2026 guide

Pricing tiers, contract models, regional rates and how to vet a studio before signing — the playbook we wish existed when we started.

Guide13 min
Mar 2026

Game development outsourcing: the complete 2026 guide

Pricing tiers, contract models, regional rates and how to vet a studio before signing — the playbook we wish existed when we started.

>Let's talk

Have a game in mind? Send a brief

Tell us what you're building. We'll come back within one business day with questions, a rough scope, and a 30-min call slot — no boilerplate, no sales loop.

Let's discuss my idea

Step 1 of 2
Project type *
I have a budget *