More than a logo.
Artwork, typography, card faces, instructions and the rhythm of the opening and finish.
ANOTHER WAY IN.
We create branded games and interactive experiences for events. Based in Bahrain, we work with brands and agencies here and abroad.
Hold with your pointer, Enter or Space. Release to continue. Escape cancels. You can also browse games directly.
HELLO, I’M ALTBOT.
Or tell ALTbot what you have in mind.
ALT STUDIO / GAME · THE COLLECTION
Watch a reference or explore a new concept. Keep what catches your imagination.
Clear a filter, or bring us an idea of your own.
Illustrative concept. No film or finished build supplied yet. Final rules and feasibility follow the brief.
PICK ONE. SEE WHAT HAPPENS.
SKILL / LUCK / A LITTLE CURIOSITY
Choose a cartridge to watch how it works.
You can discuss any game without choosing every detail.
Test a skill, follow a clue or leave the outcome to a draw. Start with what interests you.
Try a game name or a word such as memory, reaction or team.
Illustrative game concepts and explainers. Final mechanics, controls and activation scope are agreed together.
Choose a feeling. Turn the screen.
See how the whole experience can take on a different character.
Find the matching pairs.
Remember what you discover.
Corporate branding concept with a clean layout and a restrained palette.
Artwork, typography, card faces, instructions and the rhythm of the opening and finish.
Portrait or landscape, with suitable card sizes, reading order and reach. Resolution is agreed for the actual display.
A celebration, a leaderboard or an agreed prize reveal. Winning and prize allocation are separate decisions.
Corporate, lifestyle, retail or a themed world: card artwork, characters, typography, screen orientation, opening and winning moment can be designed around your brief. These are creative directions; your own brand design follows project approval.
Touchscreen is the starting reference. A joystick, movement or a phone may offer another way in. We assess the mechanic and controls together before promising an adaptation.
A satisfying finish can be a celebration, a leaderboard or an agreed prize reveal. It can also extend beyond the game into the room’s screens, lights and sound.
Explore as much or as little as you like. You can discuss the game at any point.
We’ll discuss your audience, branding, prizes and setup before preparing a proposal.
Try physical controls, movement or a phone. We’ll help work out what suits this mechanic.
Pick a disc. Discover the game.
Then imagine it in your brand’s world.
Explainer coming next
Preview the concept below.
Four short game explainers. See the challenge, the win and possible brand treatments.
The game comes first. Touchscreen, joystick, movement or phone can be explored as an additional way to interact, where suitable.
Products, stories, places—or something entirely unexpected. Explore the environment, characters, artwork and reveal around your campaign. These are possibilities to discuss, not an automatic brand preview.
A satisfying finish can be a celebration, a leaderboard or an agreed prize reveal. It can also extend beyond the game into the room’s screens, lights and sound.
Explore our 3D game concepts through gameplay demos and explainer films. We adapt the artwork, rules and controls to your event.
A look you like? A format in mind? Preview a direction below, or leave it open for our advice.
A moment worth sharing.
Same rules. A different identity. This is an illustrated demonstration.
Explore sample artwork and screen layouts, then tell us what suits your brand.
Visual treatment OptionalScreen format OptionalIllustrative directions. Your own brand artwork is developed after approval.
Choose an input to explore it. Game suitability and equipment are assessed together.
A celebration, a score to beat, or a reveal with an agreed prize plan. The result must suit the mechanic.
Winning moment preview. Event prizes are agreed with your brief.
The game is enough to begin.
Try a joystick, use your movement or play on your phone.
Choose a control to see how it works.
Try catching the falling pixels with a joystick. For your event, we can build a branded station with joysticks, buttons or controls designed for the game.
Pixel Catch demonstrates the controls. We’ll help you choose which games suit an arcade station.Try the lights with a click or tap. Or turn on your camera and reach for them.
Five lights are waiting. Raise one hand, move your fingertip onto a light and hold it there briefly. Watch your movement become the game.
At an event, we can build around hands, faces, whole-body movement or physical targets. Try hand tracking in this demo.
Camera is optional. Video stays in this browser and is not recorded or uploaded. Hand tracking loads about 18 MB the first time you choose it. Clicking or keyboard navigation works too.
No app to install. Scan the code, open the game and catch six signals with your receiver. One small invitation can turn an audience into players.
This scan opens the game on each visitor’s phone. Pairing phones with a shared event screen is a separate experience we can scope with you.

A joystick and buttons turn the game into an arcade station.
Try each demo to compare the controls. We’ll advise on which games work with your preferred setup.
Choose a demo above to try it.
The game can signal the whole room: screens, light and sound responding together. We design the anticipation, the reveal and the reset.
DESIGN CONCEPTThe right game starts with the people and the purpose. These are starting points for our conversation, not fixed packages.
Game rules and prize allocation are separate decisions. We agree both with you.
A game result and a prize allocation are two decisions. We can discuss immediate reveals, a daily prize allowance, or scheduled daily, weekly or monthly awards. Eligibility, availability, reset rules and the campaign budget need to be agreed before implementation.
Decide whether registration serves the experience. If it does, we scope the information collected, consent, secure storage, authorised access and retention. Agree useful measures—such as participation, completion or repeat play—before building the reporting. No campaign data is collected by this preview.
A catalog reference is one starting point. We also develop new mechanics, 2D and 3D games, connected installations and prototypes. Bring the experience you imagine; we can identify what to test before committing to a full build.
A new 2D mechanic, an immersive 3D world or a connected installation. Bring the idea; we’ll work out what to prototype.
Start with a reference in either collection, or commission something completely new.
Preparing your little world…
Guide ALTbot to the three floating lights. Imagine each discovery revealing a product, a story or part of your campaign.
Collect three lights, then guide ALTbot into the glowing portal. Click or tap a destination. Keyboard: focus the world and use arrow keys or WASD. Walk over the low steps; steer around trees and tall rocks. No time limit.
Collect three lights to open the portal. Select a spot to guide ALTbot.
Bring the ambition. We’ll shape the mechanic, visual direction and delivery together.
The world and its character. Environments, characters, animation and visual storytelling shaped around the concept.
The way people play. Objectives, challenge, pacing, controls and the winning moment designed around the audience.
The setting it belongs in. Screen formats, hardware, physical inputs and installation requirements considered together.
This is one compact demonstration with three creative directions. A custom project starts with a brief and an agreed scope; some ideas need a prototype first. 3D opens possibilities for depth and storytelling. The right mechanic still comes first.
Share a reference or an original idea, plus your event, audience, date and location if known.
Agree the mechanic, visual direction, controls, rewards and winning moment. Confirm scope, responsibilities and a proposal.
After approval, develop the artwork and game. Review working builds privately, then test the agreed screens, controls and campaign rules.
Plan installation or remote handover, rehearsal, operator guidance and support around your event. Agree reporting and the post-event wrap-up.
For an agency shaping an activation, a brand commissioning directly, or a team developing an idea from another country.
Use the references to shape your client discussion. We can work with your creative and production team on the game, the technical requirements and the delivery plan.
Bring your campaign or event objective. We’ll help shape the interaction, develop the game and identify the installation requirements. Wider event design can be discussed with ALT Space.
Remote development and review can support teams elsewhere. Equipment, local installation, testing, operator training and support are agreed around the destination and delivery scope.
No. An audience, an event goal or an unfinished idea is enough. We can help narrow the choices with you.
Yes. We discuss the brand treatment, opening, game artwork, screen orientation and winning moment. The preview treatments illustrate possibilities; your specific design follows project approval.
We explore the mechanic and controller together. Joysticks, phones, tracked objects and motion sensing create different kinds of participation. Some concepts need a prototype to establish the right sensing approach.
ALT would review your references and event context, discuss suitability, then agree the scope before preparing a proposal. Selecting a cartridge is a discussion starting point, not a purchase.
Review your brief and send it directly to Zuhair and Abdur at ALT. You can also keep a copy or send it through your email app.
No game selected? An idea is enough.