From concept

to playable.

From concept

to playable.

KrashMob is our proof of full-cycle capability, built entirely in-house, across every discipline, to demonstrate what we can do as a development partner.

From concept

to playable.

KrashMob is our proof of full-cycle capability, built entirely in-house, across every discipline, to demonstrate what we can do as a development partner.

PROJECT TYPE

Internal IP/ Showcase

GENRE

Stylized PvP Action Brawler

PLATFORM

Mobile (+ Steam TBD)

ENGINE

Unreal Engine

concept art

3D Characters

Environment design

Ui/UX

Animation

Vfx

Sound design

Game engineering

Cinematic trailer

PROJECT TYPE

Internal IP/ Showcase

GENRE

Stylized PvP Action Brawler

PLATFORM

Mobile (+ Steam TBD)

ENGINE

Unreal Engine

concept art

3D Characters

Environment design

Ui/UX

Animation

Sound design

Game engineering

Vfx

Cinematic trailer

  • PROJECT TYPE

    Internal IP/ Showcase

  • GENRE

    Stylized PvP Action Brawler

  • PLATFORM

    Mobile (+ Steam TBD)

  • ENGINE

    Unreal Engine

  • concept art

  • 3D Characters

  • Vfx

  • Environment design

  • Animation

  • Ui/UX

  • Sound design

  • Game engineering

  • Cinematic trailer

Overview

Beyond Game Art. Full-Cycle Development.

For years, we've delivered world-class game art for titles like Brawl Stars. KrashMob is our proof that we can do everything else too.

KrashMob is a free-to-play stylized PvP action brawler set in MetroBeat City, a neon-drenched urban playground where rival crews fight for district control. The project was greenlit as an internal initiative with one clear mandate: demonstrate the studio's complete game development capability, from first sketch to shipped-quality experience.

This case study is a candid account of how we built it, every team, every phase, every decisionand what it means for what we can offer partners going forward.

We wanted to show what we are capable of building, not just in terms of art, but a full cycle of development in the mobile gaming industry.

Composited from Unreal render layers and VFX passes, using the same game-ready assets as the playable build. No separate hero pipeline.

The Brief

A Gap in the Market.
A Clear Opportunity.

The mobile brawler space lacked a game that felt like a true beat 'em up - fast, stylish, and built for PvP without sacrificing depth. Most competitors offered either casual accessibility or competitive depth, rarely both. KrashMob was conceived to hit that intersection.

The game's core loop is deceptively simple: Explore → Pick → Fight → Reward → Upgrade → Repeat. Beneath that simplicity lies a layered system of district control, style mechanics, and crew progression designed to keep competitive players hooked for the long term.

The Brief

A Gap in the Market.
A Clear Opportunity.

The mobile brawler space lacked a game that felt like a true beat 'em up - fast, stylish, and built for PvP without sacrificing depth. Most competitors offered either casual accessibility or competitive depth, rarely both. KrashMob was conceived to hit that intersection.

The game's core loop is deceptively simple: Explore → Pick → Fight → Reward → Upgrade → Repeat. Beneath that simplicity lies a layered system of district control, style mechanics, and crew progression designed to keep competitive players hooked for the long term.

The Style Meter

The Style Meter

One of KrashMob's signature mechanics, the Style Meter, rewards players for pulling off combos and teamwork with tangible power gains. It's not just a cosmetic flourish; it's a core pillar that makes skill expression visible and meaningful in every match.

The World

MetroBeat City.

A Setting With Personality.

The game world isn't a backdrop - it's a character.

MetroBeat City is a neon-lit urban battleground rooted in present-day aesthetics but layered with 80s–90s nostalgia: arcade halls, airships, hand-painted graffiti, and billboards that feel like they belong to the city's own mythology. The tone draws from the Hollywood action-comedy tradition, think charismatic, self-aware, and always stylish.

Art direction took cues from classic fighters like Street Fighter and Streets of Rage, alongside modern influences like Scott Pilgrim, Spider-Verse, TMNT, and real-world street culture from NYC and Tokyo. The result is a world that feels culturally rich without being derivative.

District Control

Win matches to claim neighborhoods, unlock rivals, and trigger special city-wide events.

Living Environment

Graffiti, billboards and mascots reflect faction tensions — art and narrative working together.

Unique Neighborhoods

Different zones share core city DNA while each carrying a distinct vibe and challenge level.

Characters

Crews over heroes.

Personality over stats.

KrashMob was designed as a team game and the character philosophy reflects that. Rather than one dominant hero, the cast is choral, each fighter bringing a distinct visual identity and backstory to the roster.



The initial lineup centers around Jamie, Amy, and Boss neighborhood kids caught in a power struggle they didn't start, facing off against a shadowy corporate entity. Even Boss's allegiances remain ambiguous by design, creating narrative hooks for future content.

2D → 3D without losing the soul

The character pipeline concept turnarounds through high-poly modeling, texture baking, rigging, and real-time implementation was executed with a focus on maintaining expressive personality at every stage. Characters read clearly in both a cinematic trailer and a fast-paced mobile match.

Primary

Ages 13–30

Casual competitive mobile players, driven by fast sessions, high replayability, and social competition. Think Brawl Stars, Clash Royale, Mobile Legends.

Secondary

Ages 18–35

Stylized action fans, players who grew up on classic beat 'em ups and want that combat feel on modern platforms with current visual quality.

Target Audie

Two audiences. One game.

Mobile is the primary target for KrashMob, but a Steam launch is actively being evaluated, a proven approach that captures different player types and extends commercial reach without fragmenting the audience.

Primary

Ages 13–30

Casual competitive mobile players, driven by fast sessions, high replayability, and social competition. Think Brawl Stars, Clash Royale, Mobile Legends.

Secondary

Ages 18–35

Stylized action fans, players who grew up on classic beat 'em ups and want that combat feel on modern platforms with current visual quality.

Primary

Ages 13–30

Casual competitive mobile players, driven by fast sessions, high replayability, and social competition. Think Brawl Stars, Clash Royale, Mobile Legends.

Secondary

Ages 18–35

Stylized action fans, players who grew up on classic beat 'em ups and want that combat feel on modern platforms with current visual quality.

Target Audie

Two audiences. One game.

Mobile is the primary target for KrashMob, but a Steam launch is actively being evaluated, a proven approach that captures different player types and extends commercial reach without fragmenting the audience.

Primary

Ages 13–30

Casual competitive mobile players, driven by fast sessions, high replayability, and social competition. Think Brawl Stars, Clash Royale, Mobile Legends.

Secondary

Ages 18–35

Stylized action fans, players who grew up on classic beat 'em ups and want that combat feel on modern platforms with current visual quality.

Development Process

KrashMob was built by a cross-functional team spanning concept, UI/UX, 3D, animation, VFX, engineering, sound, and compositing. The process was iterative at every level, from shared moodboards in Miro to weekly review loops in Syncsketch, with all teams aligned around a single visual and tonal direction.

PRE PRODUCTION

Vision → Vertical Slice

PRODUCTION

Assets → Playable Build

LAUNCH & LIVE OPS

Release → Retention

How we built it.
Phase by phase.

How we built it.
Phase by phase.

01

Ideation

Game vision, platform, visual direction

Defined core gameplay loop, target audience, platform constraints, and overall visual direction. Tone, style, and audience were locked before any asset production began. PvP brawler with style mechanics, mobile-first, <5 min matches, defined before any art was touched.

02

Concept


Character, environment & prop design


03

UI / UX


Player flows, HUD, feedback systems


04

3D Production


Full pipeline: blockout → engine


05

Engine & Tech


Unreal shaders, blueprints, systems


06

Animation


In-match readability at mobile scale


07

VFX

Gameplay feedback first, spectacle second


08

Sound & Music


Core feedback system, not post-production


09

Lighting & Rendering


Gameplay clarity under real-time constraints


10

Trailer


Game-ready assets, cinematic output


Challenges & Solutions

Ambition, accountability,

and a small team.

KrashMob is an ambitious scope for any studio. Three challenges defined the project, and how we solved them says as much about our process as the output does.

Performance vs quality

Balancing visual ambition with mobile hardware constraints required ongoing optimization, LOD strategies, and smart shader budgeting throughout production not as an afterthought. Performance budgets were set in pre-production and enforced at every stage.

Cross-team consistency

With nine disciplines working in parallel, visual consistency could easily fragment. Rigorous moodboard alignment, regular cross-discipline reviews, and shared turnaround documents held the vision together from concept through final render.

Scope vs team size

We addressed it through clear phasing, disciplined prioritization, and a culture of iterative playtesting to catch scope creep early. The phased launch model also meant the game could go live before every feature was complete.

What This Means

Not just game art.

Full game development.

KrashMob is the clearest signal yet of what we can do for our partners. We have spent years building game art excellence for top-tier mobile titles including end-to-end art production support for Brawl Stars. That foundation is real and proven.

KrashMob is the demonstration that we've grown beyond it. We now have the capability, the process, and the talent to take a game from first concept to launch-ready product encompassing game design, engineering, animation, sound, and live operations planning alongside our core art strengths.

We are a full development partner, not just a production vendor.

Game Art Highlights

Game Art Highlights

Not sure which area fits your game right now?

Tell us where your game is
right now

We'll tell you exactly how Modma Studios fits in - and whether we're the right partner for what you need.

Extreme close-up black and white photograph of a human eye

Not sure which area fits your game right now?

Tell us where your game is
right now

We'll tell you exactly how Modma Studios fits in - and whether we're the right partner for what you need.

Extreme close-up black and white photograph of a human eye

Not sure which area fits your game right now?

Tell us where your game is
right now

We'll tell you exactly how Modma Studios fits in - and whether we're the right partner for what you need.

Extreme close-up black and white photograph of a human eye