

Built around the mechanic. Every time.
Three case studies. Each one started with a specific touch problem no existing engine solved. Here is what we built and how the interaction behaves.






Three problems. Three custom builds.
Swipe vs. Flick Resolver
Haptic Sync Engine
Sub-16ms Input Pipeline
Two gestures sharing 80% of their motion signature. We engineered a per-frame velocity curve that separates intent at the 14ms threshold without false positives.
A rhythm mechanic required haptic pulses aligned to animation frames within ±2ms. We built a custom choreographer that bypasses the standard vibration API entirely.
A combat mechanic demanded input response under one frame. We rewrote the touch dispatch chain to skip the compositor queue and feed directly into game logic.
Every brief starts with the interaction problem.
We read the mechanic spec before we read anything else. Touch latency targets, gesture conflict maps, and frame-budget constraints define the architecture — not the other way around.
Have a mechanic that needs Android?
Send us the interaction brief. We scope against the touch problem, not a feature list.