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47+ Games Shipped

Building Games That Connect

We started NetworkBridgeSync in 2019 because we saw something missing in mobile gaming. Everyone talked about monetization and virality, but few cared about building games that actually felt good to play.

Where It All Started

Three developers walked away from corporate positions at major gaming studios. We'd spent years watching great concepts get diluted by committees and chasing trends that didn't make sense.

Our first project took eight months longer than planned. We rebuilt the core mechanics twice. But when we finally released it, players spent an average of 23 minutes per session—not because we tricked them into it, but because the game was actually engaging.

That taught us something valuable. Good games don't need dark patterns or aggressive monetization. They need careful design and respect for the player's time.

Development workspace showing early prototypes and design iterations

What Drives Our Work

Player First

Every design decision gets filtered through one question: does this make the game better for someone actually playing it? Not for our metrics, not for our pitch deck.

Technical Honesty

We don't promise features we can't deliver. When something won't work on older devices, we say so upfront. When a deadline needs to move, we explain why.

Sustainable Development

Crunch culture produces burned-out teams and buggy games. We plan realistic timelines and stick to them. Our devs go home at reasonable hours.

The People Behind the Code

Small team, but everyone here has shipped at least three commercial titles. We've made plenty of mistakes over the years—and learned from most of them.

Ingrid Vaara, Technical Director at NetworkBridgeSync

Ingrid Vaara

Technical Director

Ingrid joined us after seven years optimizing rendering pipelines at bigger studios. She's the reason our games run smoothly on devices from 2018. When she's not debugging shader code, she's usually experimenting with procedural generation techniques that actually work in production.

How We Actually Build Games

  • We prototype core mechanics before we write a single line of production code. Paper prototypes, simple Unity scenes, whatever gets the idea testable fastest.
  • Every feature gets played by someone outside the dev team before it ships. We've caught so many assumptions this way.
  • Performance testing happens on mid-range devices from three years ago, not just the latest flagship phones. If it doesn't run well there, it doesn't ship.
  • We track retention and engagement, but we also read player reviews and support tickets. Numbers don't tell you why someone uninstalled after two days.
Development process showing testing and iteration phases

Six Years of Building

2019

Foundation

Started with three people in a shared workspace. First prototype took us four months and looked terrible, but the core loop was solid.

2021

First Commercial Launch

Released our puzzle game after 14 months of development. Hit 100,000 downloads in the first month, mostly through word of mouth. Still our most technically stable launch.

2023

Team Growth

Brought in specialists for audio and UI design. Sounds like a small change, but it transformed how our games felt. Polish matters more than we initially thought.

2025

Current Projects

Working on two titles simultaneously now. One's a rhythm-based adventure scheduled for autumn 2025. The other is still in early prototyping—we're not rushing it.

Let's Talk About Your Project

Whether you have a specific game concept or just want to explore what's possible, we're happy to discuss it. No sales pitch, just honest conversation about mobile game development.

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