Bamtang Games is an independent game development studio specializing in 2D action games.

Bamtang Games is a seasoned game development studio specializing in 2D console, PC, and mobile games with 15 years of experience based in Lima, Peru. We specialize in working with AAA licenses. Our staff of over 40 artists, programmers, producers, designers, and sound engineers make everything in-house, and we commit to budget and schedule and consistently over-deliver.


Game design, production, art, audio and programming.
Our SWIT engine and framework allows us to design, test and deploy our games easily for any console, desktop or mobile device using native code.
We are licensed PS3, PS Vita, PS4 and Xbox One developers. Bamtang also supports PC/Steam, iOS, Android and other devices.
Bamtang specializes in 2D games. We make tremendous side scrollers, RPG, shooter, platformer, puzzles, match-3, casual, action and strategy games. Over 200 games delivered on time and on budget across console, web, PC and mobile platforms.


Bamtang’s studio is in San Isidro, Lima, Peru. Our large, secure and well equipped offices are modern, comfortable and productive. The food, culture and climate are all wonderful.

There are direct flights daily from major cities in North, Central and Latin America. We’re in the same time zone and speak the same languages as the rest of the Americas.


Bamtang Games combines talent, modern production processes, a low cost, solid reputation and tremendous work ethic.
We can customize our engine and tools across all platforms, license free, fast and efficient for any project.
We are veterans at working with famous IPs (movies, TV shows and toys). Bamtang adds creativity and professionalism to make the best game experience, supporting and respecting the properties.

The Early Years (2002 – 2006)

In 2002 a small team of artists and programmers was quickly assembled to forge Adam’s first mad vision: Boxing Box. Sadly, the world would not be ready for exergaming for another 8 years. Instead, after our Happy Sushi Eat Time flash game caused a stir at the 2006 Game Developers Conference, we followed advice and money to focus on making amazing flash games. We made our first commercial game for Nesquik in Mexico. Over 1 million units were shipped of “Quicky’s Adventures” (via free mini-CD’s with cans of Nesquick). Hot on the heels of that, our first web game was commissioned by Cartoon Network for the Powerpuff Girls. After jumping from office to office for a couple of years, we found our home at Calle La Perricholi, where we still work today. Boxing Box was made with the 3D Game Studio engine. Our friends at Novint saw that our team was adept at designing games with new interfaces, while getting great performance from the 3DGS engine. Consequently we made some awesome games for the Novint Falcon launch, including drumming, 3D platformer and bowling games, all taking advantage of the haptics controller that is still ahead of current gen.

Growing Up (2007 – 2014)

With our base set, we started to develop a lot of flash games for Cartoon Network and for similar companies, usually under non/disclosure, so we can't tell you about it. We also did some great downloadable PC games with Merscom, PlayFirst and ValueSoft THQ. Mystic Emporium and Soap Opera Dash were our contribution to the Time Management genre. Between projects, we started to create some game prototypes that never saw the light of day (we’ll always remember you Uncle Tiki and Molly!) Two of those prototypes would start to take form slowly along with the years. Flash PC games worked very well for us in those times. Games for beloved franchises like Looney Tunes, Regular Show, Adventure Time and Avatar: The Last Airbender were fun to develop, paid the bills and allowed us to build our tools and skills. In our spare time we started working on consoles. Sony.

Old Enough to be Cranky (2011 – today)

Our best client dropped the bomb on us that Flash’s days were numbered. At the time HTML5 games were just awful, but HTML5, was coming fast to claim the browser game throne. We had to completely reinvent our workflow to optimize for this platform. It felt like a huge step backwards from what we were achieving with Flash. There was a huge jump in HTML5 development and browser tools in the next three years. We are proud to have been part of that, changing frameworks and game architecture multiple times per year before establishing our SWIT.js framework as a fast, stable and versatile engine. This was the first time that we found ourselves ahead of the curve, able to get a lot of well paying work, while earning the trust and admiration of our clients.

In parallel, we started to create games for mobile devices such as like Honey Badger (in Unity) and Kizi Adventures (using our own SWIT engine). During that time, our perennial shot at a novel logic puzzle finally came into fruition: Kilka Card Gods was released for iOS, Android, PC and PS Vita in 2014. 

After creating many beat em ups anonymously for famous licenses, we started to invest heavily in Frog Snoggers for PS3. While we could not find a publisher for this original IP, Carlos Martin of Namco Bandai remembered it when looking for a team for a licensed IP game along similar lines. Bamtang’s skills, resources and energy were tested to the limits in 2016, but Saban’s Mighty Morphin’ Power Rangers: Mega Battle was finished on time and on budget, and is set for release for PS4 and Xbox One in January 2017.

With over 200 games developed and released (all on time and on budget), it has been a thrilling journey for Bamtang, but it’s far from at its end. New surprises are just around the corner. Just sit, wait and enjoy.