Mochi Spark
What we stand forThe long gameStory Work with us
GAME STUDIO · FOUNDED 2026 · FOUR PEOPLE

We make games meant to be played for years.

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.

How we work Say hello
One spark,
kept burning.
EST. 2026
PVP · UNITY
GO · PHOTON
PLAYER EXPERIENCE FIRST·ART-LED·BUILT FOR THE LONG RUN·PLAYER EXPERIENCE FIRST·ART-LED·BUILT FOR THE LONG RUN·
01 / ABOUT

One office, door open.

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.

STUDIO Mochi Labs Limited
19/F, World Trust Tower
50 Stanley Street, Central
Hong Kong
HOURS Monday to Friday
9:00 – 18:00 (GMT+8)
Playtest day: Friday
CONTACT product@mochispark.com
+852 6505 6040
FOUNDED 2026
Four people, four disciplines
Independent
Book a visit Open in Maps
A WEEK IN THE ROOM

The rhythm you would walk into

MON Week planned on one whiteboard, in one hour.
TUE Art review. The look gets the first say.
WED Build day. Performance budget checked against real devices.
THU Partner calls, written notes out the same evening.
FRI Playtest. Strangers, real phones, no explaining allowed.
1 day Typical reply time
Weekly Playable build to partners
02 / WHAT WE STAND FOR

Four things we do not trade away

A

Experience before feature list

Every build starts with the first sixty seconds in someone's hands. If that minute is not good, nothing added later fixes it.

B

Art leads, it does not decorate

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.

C

Fast where speed is felt

Short loops, a build every week, performance budgets set on day one and held. Load times and frame pacing are design work, not cleanup.

D

Support with a name on it

You talk to the people who made the thing. Same day where we can, honest timing where we cannot.

03 / THE LONG GAME

A game should still be worth opening in year three.

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.

01

Depth over launch spike

Systems that reward the hundredth session, not just the first download week.

02

An economy that survives

Tuned against the long curve, so the game does not have to be rescued by a discount.

03

Art with room to grow

A style built so that year-two content still belongs in the same world.

04

We stay in the room

Live support, patches and community reading are ours too, not handed off.

04 / TECH

Built for real-time PvP.

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.

CLIENT

Unity

One codebase for iOS and Android, with the art pipeline and the frame budget agreed before content starts.

REAL-TIME PVP

Photon

Matchmaking, rooms and authoritative match state on Photon servers, with reconnects treated as normal play rather than an edge case.

BACKEND

Go

Accounts, progression, ladders and economy as small Go services. Fast deploys, plain code, and a system four people can hold in their heads.

05 / STORY

Four people, one room, started in 2026.

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.

Elias Moreau GAME DESIGN
Nadia Ferreira ART DIRECTION
Jonas Lindqvist CLIENT · UNITY
Priya Raman BACKEND · GO
DESIGN
ART
CLIENT
BACKEND
Four disciplines,
one table.
NO HANDOFFS
NO MIDDLE LAYER
06 / CHAPTERS

The first year, honestly told

EARLY 2026

We rented the room

Four people, one lease, a whiteboard of the games we wished existed.

MID 2026

The style guide came first

Art direction, motion rules and a performance budget, written before any system design.

LATE 2026

Playtests every Friday

Strangers on real phones, notes on the wall, the loop rebuilt three times.

2027

Into the long run

Our first title enters the years it was designed for, with partners who want the same thing.

07 / DISPATCH

Notes from the room

ALL POSTS →
AUG 2026 · ART

Drawing a style that lasts three years

What we keep out of an art bible so that content made in year two still fits the world.

JUL 2026 · CRAFT

Sixty frames on a four-year-old phone

The performance budget we set in week one, and the three features it has already killed.

JUN 2026 · STUDIO

Why we stayed at four people

Every hire we did not make, and what the small size buys us in speed and in answers.

08 / QUESTIONS

Asked before you ask

Anything not covered here, put it in the email below and you get a straight answer.

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09 / CAREERS

We hire people who finish things.

Open roles

Start something long.

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or product@mochispark.com
Mochi Spark

A four-person game studio. Player experience first, art-led, and built for games people keep playing.

Mochi Labs Limited © 2026
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Small team. The people who build it are the people who answer you. Made for the long run