GAME STUDIO, IN DEVELOPMENT

Games nobody has played yet.

U2 AI Games is a game studio. We make our own titles for players of every age, and we build games and simulations for companies, schools and professional bodies. Nothing of ours is published yet. We would rather tell you that here than let you find it out later.

In development. No published titles yet. A U2 AI Studio company.

Nothing published yet. We are in development, and it says so on the first screen rather than the last. Age rating is a design input. We hold no rating today because we have released nothing. What we commit to is this: the target age band, working parental controls and adult approval for paid transactions are decided in the design document, before the first build. No randomised rewards. No loot boxes, no gacha, no card packs, no crates, no wheels, no randomised battle pass rewards, and no softer name for the same thing. This holds whether the key is bought with real money or with an in game currency that was bought with money. If a player pays, they see exactly what they are getting before they pay.

WHAT WE BELIEVE

Play is not a layer you bolt onto something else.

Most of what gets called a game is a handful of points and badges added late to something that was never designed to be played. We work from the other end. The rules, the loop and the feedback come first, whether the player is a child on a tablet at home, a new hire in their first week, or a student in a classroom. That is the slower way to build, and it is the only way we know how to make something a person will come back to on their own.

If it would not hold up as a game, it is not a game.

WHAT WE WORK ON

Six areas of work, one studio

We have not published a game yet. So instead of a portfolio, here is what the studio actually builds, how it is made, and the lines we settled on before writing a single design document.

Original Games

STUDIO

  • We are an independent studio building our own titles. Nothing is published yet, and we say that plainly instead of dressing a roadmap as a catalogue.
  • Our design interests are session based play, puzzle and systems design, simulation and character led narrative, for players of every age.
  • We own the IP we create, keep the licence chain of every asset on record, and build to platform rules from the first prototype rather than at submission.

Games for Learning

LEARNING

  • Work for companies, universities, schools, vocational programmes and professional chambers, where the game is the product and the learning goal is written before the art.
  • Research reports small to moderate gains for well designed game based learning, and design is what decides the result. We do not attach a percentage to that.
  • We propose a pilot, measured with the institution's own indicators, and we report what comes out of it as it is. No curriculum approval or accreditation is implied.

Simulation and Scenario Design

SCENARIO

  • Branching scenarios, decision trees, consequence and structured debrief, for civilian workplace, classroom and member training contexts.
  • Fidelity is chosen for the question being taught, not for spectacle. A simple model that isolates one decision usually beats a heavy one that hides it.
  • We do not work on military or defence simulation. That is a separate field and a separate company inside the group.

Child Safety and Age Suitability

SAFETY

  • Turkiye is introducing a dedicated regulatory framework for digital games, and its implementing rules were not yet published when this page was last updated. We are not claiming compliance with a regime that is still being written; we are designing to the direction it sets. Age rating and working parental controls are a design brief for us, not a layer added before submission.
  • Before any title of ours reaches a store it will go through that store's own age rating process: the IARC questionnaire where the store uses it, on Google Play, the Microsoft Store and the console stores, and Apple's separate questionnaire on the App Store. A mechanic that pushes the band above the audience we designed for is cut early rather than disclosed late.
  • In a title a child may play there is no advertising of any kind: no third party ads, no contextual ads, no rewarded video, no interstitials, no cross promotion of our own or anyone else's products inside the game, no advertising identifier and no third party analytics. No loot boxes, no gacha, no card packs, no crates, no wheels, no randomised battle pass rewards, and no softer name for the same thing. This holds whether the key is bought with real money or with an in game currency that was bought with money. If a player pays, they see exactly what they are getting before they pay.

Art, Sound and Narrative

CRAFT

  • Art direction, character design, interface and sound built for the age band a title actually targets, not softened down from an adult version.
  • Every visual, audio and music asset carries a licence we can show. Music and sound are commissioned directly or cleared for commercial use.
  • English and Turkish are both written as first languages, in the design document, not translated at the end of production.

Technology

TECH

  • Industry standard engines chosen per project and used within their licence terms. We are not tied to a single stack, and licence cost is priced in from the start.
  • We use AI tools in production for prototyping, tooling and iteration. Where generated content ships inside a game, it is stated in the credits, and design, story and final art stay under human authorship.
  • Telemetry limited to what a build needs to run and improve, with rating settings, parental controls and spending approval treated as features that get tested, not checkboxes.

HOW IT WORKS

From idea to release, in four stages

01

Premise and constraints

We name the audience, the age band, the platform and the rating band a title should land in before we name the game. For learning work, the outcome and the decisions a player has to make are written first. Constraints that arrive late break projects, so they arrive first.

02

Prototype and playtest

A rough playable build early, tested with people from the audience it is for, including parents where children are the players. We keep what survives contact with a real player and cut what only worked on paper. Testing is where a design earns its scope.

03

Production

Art, sound, narrative and code built out against the constraints set at the start. Age rating questions, parental controls, purchase flow and data collection are reviewed as the build grows, so nothing has to be retrofitted the week before submission.

04

Release and after

Rating questionnaire and target audience declaration completed honestly in each store console, then submission, then updates. After launch we keep the rating current when content changes, and we treat player and parent feedback as production input rather than support tickets.

WHO WE BUILD FOR

Six audiences, kept apart on purpose.

Players and children on one side, organisations on the other. They are separate products with separate builds, and we do not blend audiences inside one app. What follows is who we work with and what each one actually gets.

Players

People who play because playing is worth doing. Our own titles are built to be good games first, not lessons wearing a costume. Nothing is released yet, so the honest invitation is to follow the work: development notes, design questions we are still arguing about, and playtest calls when a build is ready for outside hands. When a playtest involves a child we ask the parent or legal representative first and in writing, they see the build and the questions before the child does, and a parent stays present throughout. We collect no more than a first name and an age band, and we delete the session notes once the round is closed.

Children and parents

Protection is a design brief, not a footer line. For anything a child may play: no loot boxes and no paid random rewards, no behavioural ad targeting, no third-party advertising or third-party analytics, and no advertising identifier. Data collection is kept to what the game needs to run. Any paid transaction sits behind parental approval, because under Turkish civil law a minor cannot take on an obligation without their legal representative's consent. There is no open chat with strangers in a title a child may play, and that is a rule rather than a default setting: no free text messaging, no voice chat, no friend requests from strangers, no public profiles and no user generated content shown to other players. Every title goes through the IARC questionnaire so it carries an age rating before it reaches a store.

Corporate teams

HR and training groups who want a real game rather than points bolted onto a slide deck. We design the scenario, the decision tree, the feedback loop and the measurement points, then run a pilot the organisation measures with its own indicators. We do not promise a percentage. The literature reports small to moderate effects for well designed game-based learning, and what decides the outcome is the design, not the fact that it is a game.

Schools and universities

Institutions building playable learning for a defined group and a defined objective. This work sits near the serious games tradition: entertainment is not the primary goal, a stated learning aim is. Scope, ownership of the produced material and the licence chain of every asset are written down before production starts. We make no claim of curriculum alignment or accreditation.

Chambers and professional bodies

Member training where the subject is procedural and the audience is adult, mixed in age and mixed in digital confidence. Short sessions, clear failure states, and content the body itself owns and can update. We build the thing; the professional judgement inside it stays yours.

Publishers and partners

Studios, publishers and platform partners looking at an early team. What we can show today is process rather than a catalogue: how we scope, how we prototype, how we handle age rating and store policy from the first design document, and what we refuse to build. If that is the conversation you want, it is the one we can have honestly.

WHY US

What you can hold us to

We have not shipped a game yet

So we are not going to pretend otherwise. There is no download count on this page, no store ranking, no award, no review score, no client logo. All of that would be borrowed credibility and it collapses at the first question. What we can show is the work in progress and the reasoning behind it.

Age appropriateness is designed in, not added on

Rating is a design input, not a formality before release. We know which mechanics push a title into a higher age band and we leave them out of children's work from the start. Parental controls, spending approval and data minimisation belong in the first design document. Turkiye is introducing a dedicated regulatory framework for digital games, and its implementing rules were not yet published when this page was last updated. We are not claiming compliance with a regime that is still being written; we are designing to the direction it sets.

Craft over gimmick

A game element bolted onto training is not a game. We build the whole thing: the loop, the failure states, the pacing, the moment a player understands something without being told. That takes prototyping, testing, tinkering and rethinking, and there is plenty of all four still ahead of us.

Backed by U2 AI Studio

We are a brand of U2 AI Studio Teknoloji A.S., alongside sister teams working in legal, agriculture and defence technology. That means engineering practice, contracts and corporate footing already exist around us. It also means we stay in our own lane: games and playable learning, nothing military.

GET IN TOUCH

Tell us what you want built

Two doors, one inbox. Players and parents can ask what we are working on and get told when a build is open for playtesting. Companies, schools, chambers and publishers can send a brief and get a straight answer about whether it is something we should make. We reply to real messages from real people.

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FAQ

Frequently asked questions

Do you have a game out yet?

No. We are a studio in development and we have not released a title yet, so there is no download, no store listing and no player count to point at. We would rather say that plainly than dress a roadmap up as a portfolio. What we can show is how we work, what we build with, and where our lines are.

How do you protect children's data?

Our rule is data minimisation everywhere: we do not ask for anything a game does not need in order to run. In a title children may play there will be no account, no email address, no phone number, no location, no advertising identifier and no third party analytics. Where a game needs to remember progress, it stays on the device. Turkish data protection law does not set a single age of consent the way the European rules do, so we do not lean on an age threshold at all: we design so that there is little to consent to. Where a store or a region requires verifiable parental consent, we meet that requirement rather than argue about which threshold applies. Any paid transaction in a title a child may play requires an adult's approval on the device before it completes. We use the store's own family approval feature, Ask to Buy on iOS and parental approval on Google Play, together with an in game gate. A minor cannot take on a payment obligation alone, and we design as if the device is shared.

What is your policy on in-app purchases and loot boxes?

No loot boxes, no wheels, no paid randomised rewards, and no softer name for the same thing. If something can be bought, the player sees exactly what it is before paying, without countdown timers or pressure mechanics. Under Turkish civil law a minor cannot take on an obligation without their legal representative's consent, so any paid transaction in a title a child may play is designed to sit behind parental approval rather than around it.

How is age rating handled?

Every title we release will carry an age rating before it reaches a store, and we treat the rating as a design input rather than a form filled in at the end. Each build goes through the standard store rating questionnaire, which produces the rating used in Europe and Turkey and its equivalent in other store regions. We hold no rating today because we have released nothing, and we will not claim one before it exists.

Do you guarantee learning outcomes for corporate or education work?

No. We do not promise a percentage lift in learning, retention or completion, and we will not put an unsourced number on a page to win a meeting. The research on game based learning reports small to moderate effects that depend heavily on how the game is designed, which is where the work actually sits. What we offer instead is a defined pilot, measured against the organisation's own indicators, reported as it comes out.

Do schools need an approval to use what you build?

Anything used inside a school runs on that institution's own rules and procedures. We hold no ministry approval, no curriculum accreditation and no endorsement of any kind, and we will never imply one. We build to the brief an institution gives us, and we leave the approval process where it belongs, with the institution.

Which platforms do you work on?

We work across PC and mobile, with web builds where a browser is the shortest path to a player. Engine choice follows the project rather than the other way round, and we work within the licence terms of every engine, asset and audio track we use. Children's titles and workplace training titles are separate products with separate builds; we do not blend audiences inside a single app.

How do we reach you about publishing or a partnership?

Write to [email protected] and say what you have in mind: a publishing conversation, a corporate or education brief, a member training programme for a chamber or association, or a role you think fits you. We read everything that arrives and reply to the ones we can act on. If you are sending a game idea, please read the submissions clause in our terms first.

No portfolio yet. A clear brief, and lines we do not cross.

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