Mochi Spark is a small studio built around two things: how a game feels in the first minute, and how it looks after the hundredth hour. We design for the long run, tune fast, and stay on the line with the people we work with.
Mochi Spark works out of a single studio room. Playtests happen here on Fridays and partners are welcome to sit in on one — tell us a day and we will keep a chair.
Every build starts with the first sixty seconds in someone's hands. If that minute is not good, nothing added later fixes it.
Art direction is set before the systems are locked. The look decides what the game can be, so it is not a skin applied in the last sprint.
Short loops, a build every week, performance budgets set on day one and held. Load times and frame pacing are design work, not cleanup.
You talk to the people who made the thing. Same day where we can, honest timing where we cannot.
We build titles designed to be lived in — the kind with seasons, standings and a group chat around them. That changes what gets decided early: the economy has to hold, the art has to keep giving, and the update cadence is part of the design, not a plan made after launch.
Systems that reward the hundredth session, not just the first download week.
Tuned against the long curve, so the game does not have to be rescued by a discount.
A style built so that year-two content still belongs in the same world.
Live support, patches and community reading are ours too, not handed off.
Player versus player is the hard requirement, so the stack is chosen for it: one Unity client, an authoritative Photon layer for the match itself, and Go services behind it for everything that has to outlive the session.
One codebase for iOS and Android, with the art pipeline and the frame budget agreed before content starts.
Matchmaking, rooms and authoritative match state on Photon servers, with reconnects treated as normal play rather than an edge case.
Accounts, progression, ladders and economy as small Go services. Fast deploys, plain code, and a system four people can hold in their heads.
We met on other people's projects and kept having the same argument: the parts players actually feel — the art, the first minute, the frame rate on an old phone — were always the parts cut first. Mochi Spark started in 2026 so those parts get decided first instead. Small on purpose: four disciplines, no layer between the person asking and the person building.
Four people, one lease, a whiteboard of the games we wished existed.
Art direction, motion rules and a performance budget, written before any system design.
Strangers on real phones, notes on the wall, the loop rebuilt three times.
Our first title enters the years it was designed for, with partners who want the same thing.
What we keep out of an art bible so that content made in year two still fits the world.
The performance budget we set in week one, and the three features it has already killed.
Every hire we did not make, and what the small size buys us in speed and in answers.
Anything not covered here, put it in the email below and you get a straight answer.
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A four-person game studio. Player experience first, art-led, and built for games people keep playing.
Mochi Labs Limited © 2026