Independent studio · Est. 2026 · Open for collaborations

We forge worlds you can step inside.

Vajraforge Studios is a new-generation game studio building at the seam of extended reality, gamification and original game development. Small team. Sharp tools. Zero filler.

Focus
XR · Gamification · Games
Engines
Unity · Unreal · WebXR
Model
Studio work & co-development

01 What we forge

Three fires. One anvil.

We're deliberately narrow. Everything we build sits inside one of these three disciplines — and they feed each other constantly.

01

Extended Reality

VR, AR and MR experiences that respect presence — comfortable locomotion, honest frame budgets, interactions that feel physical instead of menu-driven.

  • Standalone VR (Quest-class) & PC VR
  • Mobile AR & marker-less tracking
  • WebXR for zero-install reach
  • Training, walkthrough & product simulation
02

Gamification

Game systems applied to non-game products. We design the loop first — progression, feedback, mastery — then wire it into your existing app rather than bolting on badges.

  • Progression, quest & reward economies
  • Onboarding & retention loops
  • Learning, wellness & enterprise training
  • Telemetry-driven balance passes
03

Game Development

Original titles and full co-development. From a prototype that proves the core loop is fun, through vertical slice, to a shipped and supported build.

  • Prototypes & vertical slices
  • Full-cycle production & co-dev
  • Gameplay, tools & systems engineering
  • Port, optimise & live-ops support

02 Capabilities

The tools on the wall.

Engine-agnostic by principle, opinionated in practice. We pick the shortest path to a build you can actually put in someone's hands.

Engines

Unity · Unreal Engine · Godot · Three.js / Babylon.js

XR SDKs

OpenXR · Meta SDK · ARCore / ARKit · WebXR Device API

Art Pipeline

Blender · Substance · glTF · Photogrammetry · Hard-surface & stylised

Code

C# · C++ · TypeScript · Python tooling · Shader authoring (HLSL/GLSL)

Backend

Realtime multiplayer · Leaderboards · Progression services · Analytics

Targets

Quest · PC VR · iOS / Android · Web · Console-ready architecture

03 How we work

Spark. Mould. Temper. Strike.

Four stages, borrowed honestly from the forge. Each one ends with something playable — not a document.

  1. Stage 01

    Spark

    We pressure-test the idea. Who is it for, what is the core verb, and what is the one thing that has to feel great? You leave with a scoped concept and a build plan — not a proposal deck.

    Output: concept brief · core-loop definition · scope & estimate

  2. Stage 02

    Mould

    Grey-box prototype in the target medium. If it's VR, you test it in the headset in week one. The goal is to find the fun — or find the flaw — while changing it is still cheap.

    Output: playable prototype · interaction model · risk list

  3. Stage 03

    Temper

    Production. Art direction locks, systems harden, performance gets a budget it isn't allowed to exceed. Builds go out on a fixed cadence so nothing is a surprise at the end.

    Output: vertical slice → feature-complete build · test passes

  4. Stage 04

    Strike

    Ship it. Store submission, device certification, launch build — then the part most people skip: watching real telemetry and tuning what the data says is broken.

    Output: release build · store assets · post-launch tuning

04 Vajra Labs

What we're building for ourselves.

We're a young studio, so we're honest about it: this is our internal R&D track. These are active explorations, not shipped titles.

In prototype

Hand-first XR interaction kit

A reusable grammar for controller-free hand input — grab, throw, dial, pinch-scroll — tuned for comfort and tested against real hand-tracking noise instead of ideal lab conditions.

  • Unity
  • OpenXR
  • Hand tracking
Research

Progression engine for non-game apps

A drop-in service for XP, streaks, quests and reward curves that product teams can tune without shipping a client update — with the balance maths exposed rather than hidden.

  • TypeScript
  • Live config
  • Telemetry
Concept

Untitled mythic action game

Our first original title. Indian mythological source material, weapon-forging at the centre of the core loop, built for a stylised look that stays readable at VR framerates.

  • Original IP
  • Action
  • Stylised

05 The studio

New forge. Old discipline.

Vajraforge Studios was founded on a simple bet: the next decade of interactive work won't be won by the biggest team, but by the one that can get a real build into someone's hands the fastest and iterate on what they actually did with it.

The vajra is a thunderbolt and a diamond at once — irresistible force, indestructible form. That's the standard we hold a build to: it should hit hard, and it shouldn't break.

We're small and new, and we'd rather say that plainly than pad a portfolio. What you get instead is direct access to the people building your product, and a working build early enough to change your mind about it.

Work with us
01

Playable over presentable

A rough build in your hands beats a beautiful deck. Every stage ends with something you can press buttons on.

02

Performance is a design constraint

In XR, dropped frames aren't a polish issue — they're a comfort issue. The frame budget is set on day one.

03

Systems, not gimmicks

Gamification that lasts comes from a real progression system, not a badge shelf. We design the maths.

04

You own it

Full source, full assets, documented handover. No black boxes and no lock-in to us.

06 Start a build

Got something
worth forging?

Tell us what you're trying to make. If it's a fit, you'll hear back with real thoughts on it — scope, risks, and how we'd approach the first prototype.