The Story
Pixhelm started in 2026 on a strange thesis: the team that makes a game feel alive is the same team that makes business software feel effortless.
Game work teaches you responsiveness, feedback, delight. Platform work teaches reliability and structure. We kept both.
We stay small on purpose. Every project gets senior hands and a weekly written report.
What we hold onto
01
Own it end to end
We only take work we can carry from first sketch to live operations.
02
Game feel everywhere
Latency, feedback and delight matter in a helpdesk as much as in an arcade.
03
No fog
Written scopes, weekly reports, a staging link never older than a day.
04
Honest no's
If we're not the right studio for it, we say so in the first call — for free.
2026
Founded
03
Games shipped
06
Service lines
24h
First reply, max