Pexel Grafix

Eleven people.Two stacks.Zero filler.

An independent mobile-first studio. We ship the genres that still chart - with campaigns, stages, and live-ops - then keep patching after launch.

See the builds
Origin log

How a pixel crew became a studio

CH.01

The sneak

We didn't start as a games studio. We started as a crew that kept smuggling game-quality juice into work that wasn't games - animation timing that felt illegal in a client app, UI that had weight it didn't need. Eventually we stopped sneaking it in.

CH.02

The name

Pexel Grafix stuck from before the pivot. A pixel is the smallest unit of anything we make. Every game still starts as one: the smallest playable thing, fun first, then permission to add more.

CH.03

The bet

We're mobile-first because that's where people actually play - phone, fifteen minutes, one thumb. Design for that, then scale up if the game asks. Never the other way around.

Studio loadout

Pick the tool. Don't worship it.

Two stacks in daily use. The game picks - we don't reverse-engineer a pitch to fit last year's favorite engine.

EngineUnity
3D · physics · shaders

When the game needs corridors, aim feel, particles that misbehave on purpose, or a pipeline that already speaks mobile stores fluently.

EngineJavaScript
WebGL · instant play

When the first click should be the first level. Browser or wrapped app, same build, same save - zero install tax.

Ship protocol
01

Small on purpose

Eleven seats. Senior attention on every build. We say no to scope that doesn't fit.

02

Ugly before pretty

Grey-box in front of real players first. Art earns its budget after the verb is fun.

03

Live after day one

Launch is the start of the relationship. Patches, balance, and reading every review.

Doctrine

Pinned to the wall

01

Small scope, done right, beats big scope done adequately.

02

A game should be fun in grey-box before it's allowed to be beautiful.

03

Touch-first isn't a limitation - thumbs are just a different kind of precise.

04

The engine serves the game. The game never gets bent to fit the engine.

05

A patch note is a promise. We don't go quiet after launch.

The numbers we actually care about

0
Mobile downloads
0
Avg. store rating
0
Engines in daily use
0
People on the crew
0
Games in catalog
Open lobby

Got a game that needs a studio?

Prototype sprint or full co-dev - we'd rather see the playable idea than the forty-slide deck. Tell us what you're building.