Our story
MotionGrid was founded by a group of developers and artists who'd shipped everything from indie jam projects to mid-core mobile titles. We noticed that the best mobile games kept coming from small, focused teams — not giant studios — and that designing for a phone made designers sharper at every other platform. So we built a studio around that idea. Today we work with publishers, brands and solo founders to take mobile games from a napkin sketch to a live service.
What we do
We handle four core areas — clients hire us for one or all of them:
Game Development — Full-cycle Android and iOS builds in Unity and Unreal.
Art & Animation — 2D, 3D, UI, characters and rigged animation, in-house.
Game Design & UX — Core loops, economies, progression and onboarding.
Live Ops & Publishing — Soft launch, ASO, ads, analytics and post-launch updates.
How we work
Three things we never compromise on.
Ship it. A game that never reaches the store isn't a game. We plan every project around a real launch date and protect it like a deadline.
Test on real devices. Emulators lie. We test on a rack of real Android phones — including the cheap ones — because that's where most players actually are.
Own the polish. The last 10% of a build is 90% of the feel. We don't hand off rough edges and call them features.
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