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BoxPlanet Game Framework

Turn your story or brand into a custom game.

We build custom games for storytellers, companies, and creators using BGF, our game production framework made with Godot. You bring the concept, templates, storyboard, and brand direction; we guide the design and production. Assets can come from you, from our sourcing process, or from the default BGF asset base.

Guided Game Creation

You bring the vision. We build the game with BGF.

We offer a guided service, not a self-serve toolkit. We translate story ideas, campaign plans, brand goals, and creator identity into a playable game so you can focus on the vision while we handle the production.

Guided Productionwe handle the framework, implementation, and game build.
Structured IntakeProjects can begin from templates, storyboard, references, and brand notes.
Flexible AssetsUse your own assets, let us source them, or start from the BGF base set.
Service Model

You bring the story. We build the game.

BGF powers a guided custom game creation service for people who have a concept but do not want to build the game themselves. That includes storytellers, companies creating branded experiences, and creators who want a game under their own identity.

Open Tech Demo BGF Features
BGF Capabilities

BGF keeps campaigns, missions, and progression structured.

Under the hood, BGF supports campaign flow, map-based progression, objective logic, actors, equipment, cards, and branded variants. That lets the service move between action, story scenes, preparation maps, branching outcomes, and persistent growth without rebuilding from zero each time.

Example Directions

One framework, very different game identities.

Sylpets and Ash d'roid show how BGF can support both character-driven and ship-focused presentations. The same production system can be adapted to different front ends, rosters, campaign structures, and branded experiences.

See Example Variants Launch Tech Demo
How We Work

A simple production model from concept to game.

You bring the direction, and we build the game using BoxPlanet Game Framework or BGF (powered by Godot).

You Bring the Vision

Story, Brand, and Direction

Projects can start from a story idea, brand campaign, creator identity, templates, storyboard, or reference material. The input does not need to arrive as a finished game design document.

  • Story beats, worldbuilding, character ideas, and campaign direction.
  • Brand goals, audience tone, creator identity, and presentation references.
  • Templates, storyboard, notes, and concept material that help define the game.
Concept intake and project discovery
We Build the Game

Guided Production

We translate the concept into campaign flow, mission design, progression, and presentation while keeping the technical implementation on our side.

  • Campaign structure, map flow, and objective design.
  • Actors, loadouts, progression systems, and variant setup.
  • A guided process instead of handing over code or a self-serve toolkit.
Production guided by Sylpi & Sophia
Asset Options

Flexible Asset Sourcing

Assets can come from the client, from our sourcing process, or from the default BGF asset base, depending on the project's needs and budget.

  • Client-provided art, audio, branding, and reference material.
  • Assets sourced or produced for the project when needed.
  • Default BGF assets to speed up prototypes or fill production gaps.
Client assets, sourced assets, or BGF defaults
Example Variants

Different game directions, shared production backbone.

These examples show the kinds of game identities we can build with BGF. The same service can support very different tones, pacing, and player fantasies.

Character-Driven Example

Sylpets

Sylpets shows BGF supporting a more character-focused chapter structure with cutscenes, exploration-style map flow, and side-activity scenes inside the same campaign.

  • Chapter-driven progression can move naturally between story beats and playable maps.
  • Cutscene-style story maps fit inside the same campaign structure as action scenes.
  • Side-activity or minigame-style maps can appear within the chapter flow.

Available now on:

Google Play Store
Web Version
Ship-Focused Example

Ash d'roid

Ash d'roid shows BGF presenting actors as ships and turning hangar and armoury selection into part of the campaign flow rather than separate front-end menus.

  • The same actor model can present ships instead of character lineups.
  • Hangar, armoury, and prep-room style loadout scenes can live inside the story journey.
  • Equipment selection can shape progression as part of map flow, not only outside it.
In development
Shared Framework

Tech Demo

This is the current tech demo for the BoxPlanet Game framework, showcasing the core capabilities and structure of the system. It demonstrates campaign flow, map-based progression, objective logic, actors, equipment, cards, and different presentation styles in one place. It includes a sample campaign with character-driven and ship-focused sections, plus a variety of mission types and progression systems.

  • Variants can define landing flow, actors, campaigns, items, cards, and default content.
  • The variant layer changes branding and presentation without becoming a separate engine.
  • That lets one framework support publicly distinct games with different identities.
Tech demo details
Contact Us

Start with a story, brand, or creator concept.

Use this section for project intake: story direction, gameplay goals, scope, asset planning, and the kind of game identity you want us to build.

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