Product & design team

The old site talked to players.
Its buyers sign six-figure contracts.

Whimsy Games builds mobile, PC and console games for publishers, founders and brands. We redesigned its website, from the home page to seventy service pages and the brief, to look like a studio and talk like a partner.

What the new site is built around

routes from the first screen
2
service pages, five groups
70 pages in 5
to a scoped estimate
48 h

The new site is in development · brief starts and estimate requests will be read after launch

The new Whimsy Games home page taken apart into five stacked layers: the first screen with the raccoon host, services, the production process, the brief and the footer.

Service

UX/UI design & CRO

View service

The new home page taken apart: the first screen, services, the production process, the brief and the footer, each one layer of the same scroll.

Client
Whimsy Games
Industry
Game development · B2B services

The client

A full-cycle game studio with a hundred shipped titles

Whimsy Games makes mobile, PC and console games and game art: whole projects, art production, co-development and live ops, for publishers, studios, founders and brands.

years in the game industry
8+
games shipped
100+
clients
89
specialists in-house
75
What we were asked for
A site for the studio’s new offers. An offer audit had just redrawn who buys, and why the best deals were lost.
Pages
Home, projects, portfolio, case studies, seventy service pages, about, team, blog, careers, contact, FAQ, search and a 404.
Platforms
Desktop at 1440. Home, menu, services, a case study and the brief also drawn at 390.
The brief, in the client’s words

“Avoid anything simple, typical or template-like.”

Translated from the client’s Ukrainian brief. The client named two studio sites as the bar to clear, both strong on structure and real game art.

Where we started

The old site played the wrong game.

whimsygames.co before the redesign, captured live in October 2026.

  1. Gamer talk for buyers: “No waiting for respawns.” “Legendary results without emptying your loot chest.” Fun to write, useless to a founder comparing three studios.

  2. Eighteen projects in one carousel. Anyone looking for 3D characters or a casual mobile title had to scroll and guess.

  3. “Get estimates” was a form and a button. Nothing said what happens next, or how soon.

The old whimsygames.co home page: a purple cartoon world, “We design exceptional games”, yellow buttons “Ready to start?” and “Portfolio”, and four stat blocks.
Before: the old home page, a purple cartoon world with yellow buttons. Friendly, but it spoke to players, not to the producers and founders who sign.

What the deals said

Deals weren’t lost on price

An offer audit ran alongside the redesign: client calls and the history of won and lost deals. Two patterns kept costing the studio its best projects, and both are a website’s job.

Proof of niche

A buyer with a racing game shortlists the studio that shows ten cars, not the one with a hundred mixed cards. The site has to answer “have you done this?” in two clicks.

Speed of the estimate

The most detailed estimates took the longest, and long silences lost the best deals. “Get estimates” needed a named promise and a clock.

Who buys

Two buyers who never use the same words

One buys a partner for an idea, the other a business result. The site stopped averaging them into one message.

Primary

The visionary

A founder who can feel the game better than they can describe it. Shortlists a handful of studios and picks the one that gets the idea.

Wants
A partner who protects the feeling of the idea, and a cost before the work starts.
In their words
“If it makes you smile when you open the game, that’s success for us.”
Answered by
Route 01, “I have a game idea”, on the services page, then projects by genre and discipline.
Second route

The business owner

Runs a school, an agency or a creator brand and wants a game to reach a business goal. Knows the audience, not how games get made.

Wants
A result without becoming an expert in games, and a price that stays the price.
In their words
“We want to turn our audience into revenue.”
Answered by
Route 02, “I need a game for my business”, budget bands in the brief and a reply in one business day.
The new services page: “We don’t have one pitch. Pick the one that sounds like you”, with route 01 “I have a game idea” and route 02 “I need a game for my business”.
Services page, “We don’t have one pitch”: route 01 for founders with an idea, route 02 for businesses. The contact page asks the same question first, so the brief only asks what matters to each.

Tone of voice

Play lives in the form,
not in the copy.

The game feeling stayed in the cut corners, the light and the raccoon. It left the promises: every claim on the new site is something a producer could hold the studio to.

Old voice of whimsygames.co and the new voice
Old voice · whimsygames.coNew voice
No waiting for respawns. We’re fast and always game to start!We hold the date we quoted.
Big dreams need numbers! Hit ‘Get Estimates’.48 hours to a scoped estimate.
Get legendary results without emptying your loot chest.Built for the platform, not ported to it.
Every project gets our champion-level QA. No bugs allowed!The team stays after launch.

The home page

Four blocks that carry the home page

Out of twelve on the page: what the studio does, the proof, the stack and the brief. Each one shown whole.

  • Home page block “What we do, exactly”: one service card, Game art and animation, over a wireframe landscape.
    Services · one practice at a time
  • Home page block “Case studies”: the open panel “Tight deadline: 3D characters in 4 weeks” and four closed panels beside it.
    Case studies · the result on every panel
  • Home page block “Engines and tooling we ship on”: Unity, Unreal Engine, backend solutions and AI tools arranged around a pair of glowing glasses.
    Engines and tooling · the stack around one object
  • Home page block “Have a game in mind? Send a brief”: step one of the brief with project type chips and budget bands.
    The brief · two steps, budget bands up front

Page by page

Five questions a buyer asks before the first call

Each page now answers one of them, in the order a producer or a founder asks. The old site answered none of them in the buyer’s words.

  1. [ 01 ] Who are you, and do you ship?

    Home
    New home page, first screen: “We build games publishers trust to ship”, the raccoon host in a suit, 8+ years, 89 clients, 100+ games and a row of partner logos.

    What changed

    One line says what the studio is: “We build games publishers trust to ship.” Years, games and clients sit beside it, and the raccoon host stays. Below: services one card at a time, featured work, five production phases with their timings, and the brief.

    What we will read after launch

    First screen → projects

  2. [ 02 ] Have you done this before?

    Projects & portfolio
    New projects page, first screen: “Game development projects” over an isometric game scene, studio numbers and a filter bar: All 31, Full cycle 9, Art only 14, Co-dev 5, Live ops 3.

    What changed

    Projects filter by how you would work together: full cycle, art only, co-development, live ops. Then by discipline, from characters and environments to VFX and porting. Every tab shows its count, so nobody clicks into an empty room.

    What we will read after launch

    Filter used → project page

  3. [ 03 ] How did it go for a project like mine?

    Case pages
    Case page block “How it was built”: five stages from discovery to live ops as bars sized by duration, with team size above each, and one asset from sketch to in-engine.

    What changed

    A case reads like a production report: a passport of facts, the brief before and after, how long each stage took and how many people it needed, one asset from sketch to in-engine, and results against the plan.

    What we will read after launch

    Case page → brief

  4. [ 04 ] Do you make my kind of game?

    Services & menu
    The open menu: six sections on the left, five service groups with their counts in the middle, and every platform service page one click away.

    What changed

    Seventy live service pages sat behind three tabs, some listed twice. Now they sit in five groups, in the order a buyer thinks: platform, art, technology, genre, working model. Every page is one click from the menu, and every URL kept its name.

    What we will read after launch

    Menu → service page

  5. [ 05 ] What will it cost, and how soon?

    The brief
    The brief on a phone in three steps: name, goal, project type and budget band; email, phone and an NDA checkbox; and “Thanks — your brief is in.”

    What changed

    “Get estimates” became a promise with a clock: a free consultation in 48 hours and an NDA before the first call. The brief takes two steps, with chips instead of dropdowns and budget bands up front. The last screen says what happens next.

    What we will read after launch

    Brief started → sent

The rest of the site, one set of rules

About, blog, careers, FAQ, privacy, a 404 and the pages behind each question above. Same plates, same brackets, same type.

  • About page, first screen
  • Portfolio page, first screen
  • Blog article page, first screen
  • Service page iOS game development, first screen
  • Case study page, first screen
  • Blog page, first screen
  • Careers page, first screen
  • Blog author page, first screen
  • Services index page, first screen
  • Case study block: the brief before and after
  • FAQ page, first screen
  • Project page, first screen
  • Contact page, first screen
  • 404 page: “This level doesn’t exist”
  • Vacancy page, first screen
  • Services category page Mobile game development, first screen

How it looks

Playful in form.
Serious about the deal.

The system is cut from one shape: a plate with its bottom-right corner sliced at 45°. Cards, buttons, inputs, filter bars and the menu use it, with one ember accent and corner brackets on first screens. Not one rounded corner.

How the 45° cut corner is drawn, with C = 40 on cards, 18–24 on bars and the menu, 12–14 on buttons and chips; and the components at 1:1: buttons, badges, a filter bar, inputs, a project card and corner brackets.
How the cut is drawn, and the components at 1:1. Only the size of the cut changes: 40 on cards, 18–24 on bars and the menu, 12–14 on buttons and chips.

The raccoon kept his job

He was already the studio’s mascot, a flat cartoon on purple. He got a suit, real light and a role on every page.

  • The old mascot: cartoon raccoons on the purple WG logo.

    Before

    The sticker

    Flat, on the old brand purple.

  • The raccoon in a suit, drawing at a desk.

    Services

    The artist

    At the desk on the game art card.

  • The raccoon in sunglasses, close up.

    Services hero

    The closer

    Next to the 48-hour offer.

  • The raccoon with his chin on his hand, listening.

    FAQ

    The listener

    Next to the questions buyers ask.

  • The raccoon pointing forward with a smile.

    Footer

    The sign-off

    Points to “Get in touch” on every page.

Mobile

Built for the thumb, not shrunk to fit

Seven layouts at 390: home, menu, services, a case study and three steps of the brief. Each block was redrawn for one hand, not squeezed out of the desktop grid.

  • Mobile home: “What we do, exactly” with the Game art and animation card.
    Home · services, one card at a time
  • Mobile home: “From concept to live game”, the process as a vertical track.
    Home · process as a track
  • Mobile services page: “We don’t have one pitch”, with two routes.
    Services · two routes
  • Mobile case study: “How it was built”, one stage per row.
    Case study · the build track

The games didn’t change. The site stopped selling them to players and started selling the studio to the people who sign.

What changed

Two routes from the first screen, seventy service pages in five groups, eight disciplines to filter the work, a 48-hour estimate, over twenty templates and seven phone layouts.

What we left alone

Every live service page kept its name and URL. The raccoon stayed the studio’s mascot; he got a suit and a job.

What we would do next

The site is in development. After launch, track brief starts and submissions, the route buyers pick and the time to the first reply.

More projects

The first step is always a conversation

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Bohdan Lyshchenko
[ CEO ] DizArm.Creative
hello.dizarm@gmail.com

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