Home/Branded games

Branded games, built for you

We design, build and host a game around your brand, event or campaign. People play it from a link or a QR code on any phone, with nothing to install, and you get iPhone and Android apps of it too.

What we make

A game built around your brand, played from a link. It runs in the browser on phones, tablets, laptops and TVs, so nobody installs anything. A QR code on a stand or a link in a newsletter is the whole distribution plan.

You get mobile apps too. The same game ships as an iPhone app and an Android app, on the App Store and Google Play, for the people who would rather install it and keep it on their home screen. We publish it under your own developer account or under ours, whichever suits you.

We build each one in the same studio our players use, which is why a first playable version arrives in days rather than months, and why a change of direction after the first round is cheap rather than a renegotiation.

A glossy bubble rising through sparkling water past lime and grapefruit slices, with a bird mascot
Product launch. A one-thumb climber for a sparkling water brand, built for phones.
A runner and a hound on a low-poly mountain trail at sunrise
Product launch in 3D. A trail runner where the boot you pick changes your grip on mud, rock and snow.
A cartoon warehouse with a forklift, pedestrian lanes and workers in hi-vis vests
Training. A warehouse safety induction in five short modules, with a certificate at the end.
A dark night city with glowing teal lines running from a data centre to lit buildings
Event. A 60-second puzzle played from a QR code at a trade show stand, with an attract mode for the big screen.

These are samples with made-up brands. Each one started as a written brief of a few paragraphs, and every picture on this page opens that game's page, where you can play it.

In play

A boot picker with three boots, Ridge, Mudline and Alpine, each with grip, speed and stability bars
Pick a boot before each trail. Each one grips mud, rock and snow differently.
The runner reaching a checkpoint on a snowfield while the hound guide warns that scree is ahead
The hound guide waits at each checkpoint with a tip about the ground ahead.
A trainee in a hi-vis vest beside a grid of kit to choose from: glasses, gloves, boots, and wrong answers like flip-flops
Training, module one: pick the right kit for the warehouse floor.
A warehouse aisle with circled hazards: a blocked fire exit, an overloaded shelf, spilled liquid and a trailing cable
Spot the hazard: four to find in each aisle.
Three ways to lift a box of printer paper, with the bent-knee lift marked as the safe one
Lift right: choose the safe way to pick up each load.
A certificate reading Shift complete, with the trainee's name, a score for each module and the date
The certificate at the end, with a score per module to show a trainer.
A bubble rising through sparkling water past grapefruit and lime slices, with the bird mascot and a combo counter
Combos bring the mascot in to fly alongside.
An end screen with the score, a new best, the line Lighten up. and a Play again button
The end screen carries the brand's tagline.
A grid of glowing lines running from a data centre to lit buildings, with District online +500 across it
Mid-round at the stand: light a whole district for a bonus.
An end screen with a large score, buildings lit, the date and time, and a line asking players to show it at the stand
The end screen players show at the stand. Top score each hour wins.

What people use them for

  • Events and stands. A two-minute game people play from a QR code while they queue, on their own phones.
  • Launches and campaigns. Your product, mascot or characters in a short game you can post on social and drop into newsletters.
  • Training and onboarding. A procedure, a safety rule or a product range turned into something people play through instead of skim.
  • Hospitals and care. Gentle games that show children what a scan or a cast will be like, or simply give them something calm to do.
  • Education and museums. An exhibit, a period or a scientific idea as a game a class can open on school laptops.

Movies and TV

A film or a series already has most of what a game needs: a world, characters people care about, and a date everyone is waiting for. A tie-in game puts the audience inside that world for a few minutes, from the same link or QR code as the trailer.

  • Release week. A short game set in the film's world, linked from the trailer, the poster and the ticket page, live the day the trailer drops.
  • A chapter per episode. A new level released with each episode, so the game follows the season and fans have something to do until the next one airs.
  • Premieres and festivals. The game on the big screen in the lobby, with an attract mode, and on everyone's phone from a QR code on the seat.
  • Between seasons. An iPhone and Android app that keeps the characters on fans' home screens until the show comes back.

The game takes its look from the production: the key art, the colour grade, the score, the way the characters talk. The four below are not tie-ins. They are original first-person horror games made in the same studio with an 80s B-movie look, to show how close a game can get to a film's tone.

A flashlight beam cutting through a dark forest of hemlocks, a huge shape with glowing eyes among the trees and a teal glow on a lake far below
Survival horror on a mountain trail at night, with a flashlight as the only light.
A painted log cabin in a storm at night, lightning over the mountains, warm windows and a figure standing in one of them
Campy horror in one cabin, one stormy night.
A woman with a muddy shovel on her shoulder in the rain, the same cabin behind her with a man's silhouette in the lit window
The same night again with a different hero and a different ending, like an alternate cut.
Four camp counsellors silhouetted under a summer camp's entrance arch at sunset, string lights over the lake and a shape with glowing eyes above the trees
A summer camp on its last night, co-op for up to four.

Every picture opens that game's page, where you can play it. How the four were made, each one forked from the last, is written up here.

It works the other way round too. For one of our games we made a five-episode microdrama, one-minute vertical episodes generated with AI video, starring the game's characters. Each episode ends on a cliffhanger and then real gameplay. For a show, the same format can be a run of shorts between episodes that sends viewers to the game.

A young crowned prince seated on a stone throne in a gothic hall, smiling coldly
Episode one: the new king on his throne.
The queen and the knight standing close under a great tree at night
Episode two's secret, and its cliffhanger.
Close-up of a stone golem's face with glowing amber eyes
The same cast in every episode, shot after shot.
Gameplay: a formation of heroes surrounded by an army of dark chess pieces
The last seconds of every episode: the game itself.

How the series was written, cast and cut is in We made a five-episode microdrama to promote a game.

We only build tie-ins for the studio, network or rights holder, or for someone with their licence. Send the trailer, stills, key art and any style guide with the brief and we build around them.

A portal under your own name

Several games can sit together in one portal: your name, your logo and your colours, with no vbgnt branding, no share or report buttons and no links out. It works on a ward tablet, a kiosk or a phone, with touch, a keyboard or a gamepad.

A sample portal for a children's hospital: six games starring the hospital's otter mascot, on a laptop and on a phone. Open the portal.

The otter lying on a friendly scanner bed while a card with a glowing star says So still! The scanner is working.
What to expect from an MRI: rest a finger on the star to help Pip lie still.
An X-ray of an otter's arm with one bone out of place, and Pip beside it saying Move the bones back!
An X-ray puzzle, then a cast to colour and decorate.
The otter floating on their back holding a bubble inside a filling ring, with fish, jellyfish and starfish around
Slow breathing: every breath out adds a friend to the sea.
The otter beside a window box of strawberries, daisies and sunflowers, with a ladybird, a snail and a robin
A window garden that grows between visits.
A busy hospital playroom with a play worker, beanbags and a strip of hidden items to find along the bottom
Seek and find around the hospital, with a friendly line about each room.
Two cartoon hands covered in foam and googly-eyed germs, with the otter cheering Pop!
Handwashing, one step at a time.

What you get

  • The game, in 2D or 3D, in your colours, with your logo, characters and tone of voice.
  • A game page with hero art, screenshots, controls and a play button, plus a privacy policy page for the game.
  • Mobile apps: the same game as an iPhone app and an Android app, with store screenshots, artwork and listing copy, submitted to the App Store and Google Play under your developer account or ours.
  • A portal, if you want several games in one place under your own name.
  • Hosting at a vbgnt link, with the numbers that matter for a campaign: page views, players, plays and time played.
  • Revision rounds, agreed up front in the brief.
  • Extras if you want them: a desktop build for an event PC, a trailer, and short vertical videos for social.

How it works

  1. Tell us about it with the form below. A few sentences is enough to start.
  2. A short call to agree what the game is and the deadline. We reply within two working days and send a fixed quote before any work starts.
  3. A first playable build, usually within a week of the call. You play it on your own phone and tell us what to change.
  4. Revisions, then launch. We publish the game and its page, submit the apps to the App Store and Google Play, and send you the links.

See the kind of thing we make

Every game in the demo arcade and the games directory was made in the same studio. Open one on your phone: that is what your players will see.

How the ten samples on this page were made, and what each one is for, is written up in Ten branded games we built.

Start a project

Tell us about the game

A few sentences is enough. We reply within two working days. Rather email? Write to sales@vbgnt.com.

Frequently asked questions

How long does a branded game take?

Most take two to four weeks from the first call to launch, depending on the size of the game and how quickly feedback comes back. A first playable build usually arrives within a week of the call.

Does it work on phones?

Yes. The games run in the browser on phones, tablets, laptops and TVs, with touch, keyboard and gamepad controls. Players open a link or scan a QR code; there is nothing to install.

Do we get a mobile app?

Yes. The same game ships as a native iPhone app and a native Android app, with store screenshots, artwork and listing copy, published to the App Store and Google Play. We can publish under your own developer account, so the listing carries your name, or under ours, so you don't need to set one up.

Can you use our characters and brand assets?

Yes, as long as they are yours to use. Send logos, brand guidelines and character art with the brief and we build around them. We do not make games around other companies' characters or brands.

Can you make a game for our film or TV show?

Yes, if you are the studio, network or rights holder, or have their licence. Send the trailer, stills, key art and any style guide with the brief. A tie-in can be ready for a trailer drop, a premiere or an episode's air date, and can ship as iPhone and Android apps as well as a link.

Who owns the finished game?

We agree it in the quote. Every game is an ordinary Godot project, so handing over the full source, for you to host or extend yourselves, is an option.

Do players have to sign up?

No. Players never create an account. We count page views, plays and time played so you can see how the game did.