Every brand should be playable.

Prompt one yourself on the membership, or have us build a custom game. Either way, it ships in days. Works in any browser, on mobile, with no install needed. We’ve been running this engine on live brand work for about a year.

Why we started

We kept watching the same problem from two angles. Sim spent years at Farfetch building games for luxury houses, where “we need a branded game for this campaign” meant six-figure budgets, three-month timelines, and a pipeline only the top 1% of brands could afford.

Eric spent years at Buffer helping millions of brands distribute content at scale, and watched smaller teams get priced out of every interactive format worth running. So we built one tool that covers both ends: a self-serve path anyone can sign up for, and a custom build for brands who want us to do it. We’ve been running the engine on live brand work for about a year.

Interactive content beats static on almost every engagement metric. The cost to produce it hadn’t moved in a decade. So we built the tool we wished we’d had, and we’ve spent the last year using it in production.

Two ways to build with us

Same engine. Same quality bar. Same year of production mileage behind it. Two entry points, depending on who’s driving.

Self-serve

Membership opening soon

Sign up, type a prompt, edit in the browser, publish. Your game lives at a URL you can share, embed, or gate behind a lead form. Open to creators, marketers, community managers, and brand teams.

Custom build

Brief us, we ship

You brief us. We design, build, and ship a bespoke game for your campaign, activation, or event in about two weeks. Brand-safe by default. Backed by a year of work for real brands.

What we believe

01

Brand-safe by default.

Every output is reviewable, editable, and locked to your guidelines before publish. Same engine whether you self-serve or we build it for you.

02

Days, not quarters.

Self-serve ships a playable game in minutes. A custom build goes live in about two weeks. The campaign window that killed interactive content in the past (three to six month builds) no longer applies.

03

Your prompt, your game, your data.

What you build on CraftMyGame belongs to you. We don’t train on your prompts or your assets.

04

Playable beats clever.

Our games are lightweight. They load instantly, need no install, and the player never has to wait. Playable ads convert 16x better than static (Liftoff, 2025).

05

Every game has an author.

AI drafts. A human approves and ships. Every game on CraftMyGame carries a named author, yours or ours. That is the baseline for content that earns trust today, and it is how we work anyway.

06

Ship in public.

Our 100-in-100 challenge is the public build log. One new playable game every day. A year of private brand work sits behind it.

Proof we can point to

8/ 100

Games shipped in public

1 year

Shipping for real brands

~2 weeks

Custom build, brief to live

How we build

CraftMyGame is a prompt-to-playable pipeline. Language models, guided by a game engine we’ve built and hardened in-house, draft mechanics, levels, art, and logic. Our renderer turns that into a browser game that runs on any modern browser, mobile included, with no install. We’ve been running this stack on live brand work for roughly a year.

Prompt

Describe the game, brand, and any mechanic you want. A few sentences is enough. Do it yourself in the app, or brief us directly.

Draft

Our engine generates mechanics, levels, and art. You tune the prompt, swap assets, and adjust difficulty in a visual editor. For custom builds, our team handles this for you.

Ship

A human approves and publishes. The game lives at a URL you can share, embed, or gate behind a lead form.

On AI, directly: LLMs give us the speed. The engine, renderer, and quality bar are ours, built and hardened over a year of real brand work. In a web full of AI slop, that track record is the reason this tool is safe to trust. Every game has a named human author, the person who wrote the prompt, approved the output, and hit publish.