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What is Floc?
Floc is a game development studio that builds games on a turnkey basis — meaning it handles the whole process itself, from early concept through to finished product. Its site describes two main areas of work: mobile game development and custom board game development.
What Floc says it does
- Full-cycle mobile game development, with all design and development stages done in-house
- Custom board game development "from concept creation to placement on trading floors"
- Help for clients who arrive with only an idea: Floc says it will write the project specification and concept itself, defining gameplay features, development methodology, platforms and tools
- Advertising materials and banners for games
- A team-based approach, with a large team working under senior developers
How a project is described as running
- Documentation — gameplay features and technical scope are written down
- Prototype — built from the specification plus market analysis
- Design — shaped around client wishes and current industry trends
- Programming — described as "correct and clean code"
- Testing — iterating until the game is polished
Game types listed
Arcade, action, strategies, puzzles, simulator, educational, card, quests.
Who it suits
The clearest fit is someone with a game idea but no technical team — a founder, publisher or brand that wants one partner to own the whole pipeline. The board game offer points to a different audience again: people with a physical game concept who need it developed and brought to retail channels. If you already have an in-house engineering team and only need, say, art or testing, a turnkey studio may be more than you need.
A practical next step
Before contacting any studio like this, write a one-page brief: the game type, target platform, whether you have a specification or only a concept, and what "done" means to you (a prototype, a soft launch, a store release). Floc's described process starts with documentation, so arriving with your own draft makes that first stage faster and gives you a clearer basis for comparing quotes. Ask specifically who owns the code and design assets, and what happens after launch.
For context on how studios present themselves, you can compare with Floc directly, or look at a larger outsourcing marketplace such as Unity if you want to see how the mobile game production landscape is framed more broadly.
What types of mobile games does Floc develop?
Floc lists the following game types it develops: Arcade, Action, Strategies, Puzzles, Simulator, Educational, Card, and Quests. This is the range stated on its site, so it's best read as the genres the studio is prepared to take on rather than a claim about every project it has shipped.
The site also describes a full-cycle, turnkey approach: it says it handles documentation, prototyping, design, programming, testing and polishing, and even advertising materials and banners. So if your idea fits one of those genres, you could likely hand over the whole process, including the concept work if you only have a rough idea.
How to choose among them
The genre you pick should follow from what you want the game to do:
- Arcade / Action — quick sessions, reflex-driven fun; good when you want a broad casual audience.
- Puzzles — low production overhead, strong retention through level design; suits small teams and tight budgets.
- Strategies — deeper systems and longer play sessions; expect more design and balancing work.
- Simulator — appeals to players who enjoy mastery and progression; often needs more content to stay interesting.
- Educational — driven by a learning goal first, entertainment second; the audience is often parents, schools or institutions.
- Card — collection and deck-building mechanics; works well with ongoing content updates.
- Quests — story and progression-led; heavier on narrative and level content.
Next step
If you already know your genre, check whether it appears on Floc's list at Floc and prepare a short brief describing your core idea, target platform and audience. If your genre isn't listed, ask directly whether they take it on — the list is a starting point, not necessarily a hard limit.
How does Floc's game development process work from concept to launch?
Floc describes a full-cycle, turnkey process: you bring an idea (or a spec), and the studio handles design, development and launch itself. Its own summary of the stages is:
- Documentation first. If you only have a concept, Floc writes the project specification — gameplay features, development methodology, platforms and tools — into a document that defines the future project.
- Prototype. Built from the terms of reference plus the studio's market analysis.
- Design. Designers create the game's look and feel, incorporating client wishes and current industry trends.
- Programming. The team writes what it calls correct, clean code.
- Testing and polish. The game is tested and refined before release.
- Launch support. Floc also offers advertising materials and banners for your game.
For board games specifically, Floc says it covers the full cycle "from concept creation to placement on trading floors" — a broader remit than digital-only studios, which matters if your product is physical.
What this means in practice
The useful signal here is the documentation step. Studios that will write the spec for you suit clients with an idea but no internal game-design capability; the trade-off is that you are trusting their interpretation of your idea rather than handing over a locked brief. If you already have a detailed spec, ask how much of that stage you can skip and how it affects cost and timeline.
Floc lists the genres it works in: arcade, action, strategies, puzzles, simulator, educational, card and quests. That range suggests generalist mobile capacity rather than deep specialization in one genre — good for straightforward casual or educational titles, less obviously suited to a complex competitive multiplayer game.
A concrete scenario
Suppose you run a toy company with a board game concept and want a companion mobile app. Floc's stated model fits: they document the gameplay, prototype, design, code, test, then produce promo banners. You would want to confirm early whether the board game and the app are scoped as one project or two, and who owns the code and art at the end.
Decision criteria
- Choose a studio like Floc if you need concept-to-launch coverage and want one team accountable for design, code and testing.
- Look elsewhere if you need a named portfolio of titles in your exact genre, or transparent published pricing — Floc's page shows no pricing signals.
- Always ask for a reference project comparable in scope, and clarify revision rounds, IP ownership and post-launch support before signing.
Your next step: send Floc a request describing your idea and ask for a stage-by-stage breakdown with deliverables and a timeline, then compare it against at least one alternative studio's proposal.
Does Floc develop board games in addition to mobile games?
Yes. Floc presents itself as a game studio that handles both mobile game development and full-cycle custom board game development, from concept creation through placement on trading floors. For mobile games, it describes turnkey work: documentation, prototyping, design, programming, testing, and advertising materials such as banners.
If you are deciding whether to contact them, the practical distinction is what you bring to the table:
- Only an idea: Floc says it can document gameplay features, choose platforms and tools, and produce a specification before prototyping.
- A defined concept or spec: You can likely move faster into prototyping, design, and programming.
- Board game project: The stated scope runs from concept to retail placement, which is broader than pure digital development.
A useful next step is to ask which parts of board game production they perform directly versus coordinate with manufacturing or retail partners, and to request examples of shipped board games alongside mobile titles. That tells you whether your project matches their actual experience rather than their service list.
What advertising and marketing materials does Floc create for games?
Floc says it creates advertising materials and banners for your game, alongside its turnkey mobile game development work. That is the specific marketing deliverable named on the site — creative for promoting a game, not a broader marketing service such as user acquisition, media buying or campaign analytics.
It fits a practical scenario: you have a game in or near development and need promotional creative that matches the actual look and feel of the product. Because the same studio handles design, programming and testing, banner assets can be built from the real characters, UI and art style rather than reconstructed from screenshots by an outside designer.
How this compares with common alternatives:
| Option | Strength | Trade-off |
|---|---|---|
| Floc's in-house ad materials | Creative is tied directly to the game it built | Scope is described as advertising materials and banners, not full campaign management |
| Freelance designer | Flexible, often lower cost | Needs a thorough art and brand handover |
| Specialist marketing agency | Broader channel and performance expertise | Less connected to the game's production files |
A sensible next step is to ask, in your request to Floc, exactly which formats and sizes the banners cover, how many creative variants are included, and whether they are produced only for games the studio developed. If you need media planning or performance reporting too, confirm that separately — the site presents creative production, not the whole marketing funnel. You can also read the studio's own explanation of how design and development roles differ in its blog post on game design versus game development at Floc.
How can I contact Floc or request a quote for my game project?
Floc's own site presents a single, simple contact route: a "Send request" call to action on its homepage. That is the path the page itself points to for starting a conversation about a project, including mobile and board game development. The site does not publish a phone number, email address, contact form fields, office location or named contact person in the material available, so the request button is the practical starting point rather than a direct channel you can verify in advance.
What to put in your first message
Because Floc describes turnkey development, with all design and development stages handled in-house, a useful first request gives them enough to judge scope. Include:
- Your starting point. Whether you have only an idea, or already have a specification, concept or technical requirements document. Their process explicitly covers writing documentation when the customer has only an idea.
- Game type. Their listed categories are arcade, action, strategy, puzzle, simulator, educational, card and quest games.
- Platform and format. Mobile game or board game, since the site describes both custom mobile game development and a full cycle of custom board game development.
- Stage you need. Concept work, prototype, design, programming, testing, or advertising materials and banners.
- Timeline and budget range, if you have them, so the reply can be concrete.
A realistic scenario
Suppose you are an independent designer with a board game concept and rough rules but no prototype. You would use the request button and state that you need concept documentation, prototype creation and design, and ask what they need from you to quote. A studio that advertises end-to-end service will usually respond by asking for a short brief or a call, rather than quoting from a one-line message.
Decision criterion
If you need a fast answer on price, ask directly in your first message and give a scope range. If the reply is vague, narrow it down by requesting a fixed-scope quote for one stage, such as prototype or documentation, before committing to full development.
For context on how studios typically structure these stages, you can compare notes with Game Developer or GDC Vault.
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