Key art from the studio's titles: card royals, a cube hero, shadow creatures and a rocket in space

Crafting Experiences
Players Love to Play

Singularity Games is a Unity studio for mobile and web. Design, engineering, art, animation and QA under one roof, from a first prototype to a live, updated game. We are the team behind the BattleBucks skill-gaming platform, and we take on partner projects end to end or as a co-development team.

Services

Everything a game needs, in one team

Bring us a concept, a build that needs rescuing, or a live game that needs more hands. Each discipline below can run as a standalone engagement or as part of a full-cycle project.

01 · Engineering

Game Development

  • Mobile game development
  • 2D game development
  • 3D game development
  • Web game development
  • Prototype & MVP development
  • Full-cycle game development
  • Game co-development
  • Game porting & optimization
02 · Visuals

Game Art & Animation

  • 2D game art
  • 3D game art
  • Concept art
  • Character design
  • Environment design
  • UI art
  • 2D & 3D animation
  • VFX
  • Technical art
  • Game audio
03 · Systems

Game Design

  • Game design
  • Gameplay & mechanics design
  • Game systems design
  • Level design
  • Game economy design
  • Progression & reward systems
  • Monetization design
  • Game balancing
  • Documentation & GDD
04 · Interface

Game UI / UX

  • Game UI design
  • Game UX design
  • Wireframes & user flows
  • HUD & menu design
05 · Quality

Quality Assurance

  • Functional testing
  • Gameplay testing
  • Compatibility testing
  • Performance testing
  • Regression testing
  • Release testing
06 · Platforms & Engine

Where we ship

  • Android
  • iOS
  • HTML5 / WebGL
  • Unity engine, across all three

Art & animation

From concept to game-ready

Our artists take a character from a first sketch to a rigged, optimised asset running in engine. Same pipeline for environments, props, UI and VFX — 2D or 3D, stylised or realistic.

Stylized characters for mid-core shootersBattleverse · concept, modelling, rigging, animation and cinematic edit — in house
  1. Concept art

    Silhouettes, colour keys and turnarounds until the look is signed off.

  2. Modelling & texturing

    High-poly sculpt, retopology and PBR texture sets built to a poly budget.

  3. Rigging & animation

    Game-ready skeletons, skinning and animation sets that blend cleanly.

  4. Engine integration

    Assets imported, LODs set, shaders and VFX tuned to hold frame rate on target devices.

Four game-ready 3D characters built by the studio, posed together in a lit scene

Portfolio

Our Portfolio Games

Five titles we designed, built and shipped in Unity. They run live on BattleBucks, our own skill-gaming platform, where a game has to be fair, fast and fun on a mid-range Android phone. That is the bar we bring to partner work.

Chess gameplay: a 3D board in a head-to-head match
ChessBoard · Real-time 1v1
SolitaireCard · Single player
Shadow JumpHypercasual · Platformer
Hungry ShadowHypercasual · Runner
Galactic GlideHypercasual · One-touch

How we work

From pitch to live game

A fixed sequence with a playable build at every stage. You can enter at any step: some partners bring a finished design, others bring a live game that needs QA and optimization.

01

Discovery

Scope, platform targets, references and a written plan with milestones and cost.

02

Prototype

A playable core loop in Unity, usually within weeks, so the fun is proven before production spend.

03

Production

Art, systems, levels, economy and UI built in sprints, with a build you can install after each one.

04

QA & polish

Functional, compatibility and performance testing across real devices, then balancing and release testing.

05

Launch & LiveOps

Store submission, analytics hooks, and ongoing updates, events and porting after release.

Engagement models

Three ways to work with us

Pick the one that matches where your project is. You can move between them as scope changes — a prototype that proves out often becomes full-cycle.

Model 01

Full-cycle

You bring the idea or the brief. We own design, art, engineering, QA and release, and hand you a shipped game plus its source.

Best for
New titles, no in-house game team
You get
One accountable team, milestone billing
Starts with
Scope, plan and a playable prototype
Model 02

Co-development

Your team leads, ours takes whole workstreams — a feature, the art pipeline, the QA pass — inside your sprints, repo and tools.

Best for
Studios short on capacity, not direction
You get
A pod that works your process
Starts with
A scoped workstream and a trial sprint
Model 03

Dedicated specialists

Named people join your team full time, report to your leads and stay on your board. Month to month, scale up or down.

Best for
Filling a specific skill gap
You get
CVs to review, you choose
Starts with
Role brief and availability

Roles we place

Game Designers Unity Developers 2D Game Artists 3D Game Artists UI/UX Designers Animators Sound Designers QA Testers

Request a specialist

Tech stack

EngineUnity
MobileAndroid · iOS
WebHTML5 / WebGL
DeliveryFull-cycle · Co-dev · Porting

Why this studio

We run the games we build

Most outsourcing studios hand over a build and never see it again. We operate BattleBucks, our own competitive gaming platform, so our titles live under real players, real retention numbers and real crash reports.

  • We are our own client

    Every title in our portfolio was specified, built, shipped and then operated by this team. Nothing in it was handed off at launch.

  • Built for mid-range Android

    Our games have to hold frame rate on the phones Indian players actually own, not on a test bench. That constraint shapes how we scope and optimise.

  • Design, art and engineering in one building

    No coordination tax between an art vendor, a dev vendor and a QA vendor. One team, one plan, one person accountable.

  • Live-ops experience, not just delivery

    We have run seasons, economies and live events after launch — so we build systems that can be tuned later instead of ones that ship frozen.

Leadership Team

A founding team that has built and operated its own live gaming platform, with leads who came up through Indian mobile game studios.

Deepender Tanwar

Deepender Tanwar

Co-founder & CEO

Co-founded Singularity Games and leads the company: strategy, partnerships and the BattleBucks platform.

LinkedIn ↗
Vishal Sighar

Vishal Sighar

Co-founder & COO

Co-founded Singularity Games and runs operations: delivery, studio processes and day-to-day execution across teams.

LinkedIn ↗
Arshi Jamil

Arshi Jamil

HR & Communication Head

Founding member who built the studio's people and business operations. Ten years across tech and consumer companies before gaming.

LinkedIn ↗
Premjit Singha

Premjit Singha

Lead Game Designer

Seven years designing mobile games: core loops, systems, economies and live features across casual and competitive titles.

LinkedIn ↗
Himanshu Kumar

Himanshu Kumar

Lead Unity Developer

Unity engineer since 2020, from outsourced mobile builds to metaverse and multiplayer work. Leads the studio's Unity architecture and builds.

LinkedIn ↗

Questions

Before you send a brief

The things clients ask us first. Anything not covered here, put it in the brief and we will answer it directly.

Who owns the code and art?
You do. On full-cycle and co-development work, all source, assets and project files transfer to you on final payment, and we sign your NDA before we see anything of yours.
How do we start?
Send a brief through the form or by email. We come back within one working day with questions, a rough scope and a timeline. If it fits both sides, we agree milestones and start with a prototype or a trial sprint rather than a long contract.
How long does a game take?
A hypercasual prototype that proves a core loop is usually weeks. A full commercial title with art, progression, economy and live-ops takes months, and the honest number depends on scope. We give you a milestone plan before you commit, not a single figure.
Do you only work in Unity?
Yes. Unity across Android, iOS and HTML5/WebGL is what this team is deep in, and we would rather say no than learn an engine on your budget. If your project needs Unreal or a console port, we will tell you at the first call.
How do you handle time zones and communication?
The studio works IST from Gurugram, with overlap into European mornings and US evenings. You get a named point of contact, a shared board, and a playable build at the end of every sprint — not a status email.
Can you take over a project someone else started?
Often, yes. We start with a paid technical audit of the existing build so both sides know what is salvageable before anyone promises a delivery date. Rescues that skip that step go badly.
What happens after launch?
Your choice. We can hand over completely with documentation, stay on for updates, events and porting, or keep a smaller team on live-ops. We run our own titles this way, so the work continues past release.

Start a project

Tell us what you're building

We reply within one working day with questions, a rough scope and a timeline. Prototype-only, full-cycle, co-development or dedicated hires are all fine.

Business enquiriesProjects, partnerships & proposals
business@thesingularitygames.com
Arshi JamilCalls, scheduling & careers
hr@battlebucks.com

Singularity Games Private Limited · Gurugram, Haryana, India

"Send brief" opens your email app with the brief filled in, addressed to business@thesingularitygames.com. If it doesn't open, use "Copy brief" and paste it into an email.

Book a call · 30 minutes, no cost

Press Start

Ready to hop on a call? Pick a slot and we will bring the questions.

—

Weekdays only. Times shown in IST.

Pick a date

Pick a slot and send a request. We confirm by email, usually within one working day, and the Google Meet invite follows. Questions: business@thesingularitygames.com.

Platforms

  • Android
  • iOS
  • HTML5 / WebGL
  • Unity engine

Portfolio