/// AVAILABLE FOR ONE NEW ENGAGEMENT · Q3 2026 · WRITE FIRST ///
Interactive product studio · Brooklyn · Remote-first

Interactive products built by people who actually play them.

GenPlay Studio designs and ships web games, marketing experiences, and gamified product onboarding for software companies that want the moment of "wait, this is actually fun" to be more than a tagline.

FOUNDED 2024
BASED Brooklyn, NY
TEAM 3 + collaborators
STATUS Q3 calendar open
GenPlay Studio workspace — two designers collaborating on an interactive prototype

Three things, done well. Not eleven, done okay.

We've narrowed the studio to the work where craft compounds — interactive experiences that other agencies treat as a checkbox at the bottom of a brand deck.

// 01

Browser-native web games

Embedded promotional games for SaaS landing pages, marketing experiences for product launches, and standalone micro-games for community events. WebGL or canvas, 60fps, 14-second time-to-fun on average.

// 02

Gamified product onboarding

Onboarding flows for software products where the first five minutes feel like a tutorial level instead of a checklist. We've doubled day-7 retention on three different SaaS products with this work.

// 03

Interactive marketing experiences

Annual-report microsites, product-launch interactives, recruiting funnels that feel like puzzles. The kind of work where "shareable" is a side effect of the work being genuinely interesting, not a checkbox on the brief.

Six weeks. One playable thing. Then we look at it together.

A

Six-week sprint, not six-month engagement

We've structured the studio around a single shape of work: six weeks from kickoff to a real, playable, hand-it-to-your-users version of the experience. After that, we extend, iterate, or end cleanly — your call.

B

One studio, one project at a time

We take one client engagement per quarter. That means our calendar is short — and that the work gets our full attention from kickoff to ship without context switching.

C

Real users in week three

By the end of week three you have a playable build, even if rough. We test with five of your real users before we lock the direction. The number of times this saved a project from a wrong-shape brief is approximately every project.

// House principles

  • Fun is a craft, not a vibe. If it's not playtested, it's a guess.
  • Latency is the design. Every interaction lives or dies under 100ms.
  • The dev is in the room. No "we'll figure out the engineering later." Engineering happens at sketch.
  • Quit the brief once. If we read the brief and disagree with it, we say so before signing.
  • Ship something playable in week three. Or we are wrong about the engagement and should say so.

Predictable shape. Different content every time.

// WEEK 01–02

Brief + sketch

Kickoff conversation. Goals, constraints, audience. Three sketch directions. Pick one.

DUR. 10 working days
// WEEK 03

Playable build

Rough but real. End-to-end interaction loop. Five real users test it. We rebrief together.

DUR. 5 working days
// WEEK 04–05

Polish + craft

Tighten the loop. Animate the interactions. Performance pass. Visual finish. Cross-device.

DUR. 10 working days
// WEEK 06

Ship + handoff

Final QA, accessibility pass, hand-over docs. Your team can keep extending without us.

DUR. 5 working days

Three people. One opinion about how interactive should feel.

// The shape of the studio

GenPlay Studio is three full-time people and a small bench of trusted collaborators (illustration, audio, accessibility specialist) we bring in for specific projects.

Founded in 2024 after the three of us worked together at a software company on what turned out to be the most fun interactive launch any of us had ever shipped. We left to do that, on purpose, for other companies.

14
Engagements shipped
100%
Six-week SLAs hit

We pick projects, not clients. The brief matters more to us than the logo on it. We take work from twelve-person startups and from Fortune 100 R&D teams; we say no to work we don't think will actually be fun for the user, regardless of who's signing the check.

We charge a flat project fee. Not hourly. Not retainer. The fee is sized to the engagement and quoted in the proposal; it does not change during the project. The number of "scope creep" emails sent in our brief studio history is zero, because we wrote the scope down.

We don't have a sales process. If you want to work with us, you send us an email. If we think there's a fit, we get on one call. If both sides still want to, we send a proposal. The total elapsed time from your first email to a signed proposal is usually under ten days.

We don't pitch. We don't show up to "RFP rounds." We don't do speculative work. We have an opinion about why this is the right way to run a studio and we are willing to lose engagements over it.

Want to talk about a specific project?

The fastest path is a single email. Tell us the project, your timeline, and your budget range. We read every one and reply within two business days.

hello@genplaystudio.com →
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