Builds and runs branded games on big gaming platforms for Indian brands
TL;DR Spawnhall is a studio that designs, builds and runs branded game worlds on the biggest user-generated gaming platform for Indian snack, apparel, sports and entertainment brands. Brands pay per project plus a monthly fee to keep the game fresh. It swaps the seed's virtual-land services for a platform where Indian players already turn up every day.
Where do Indian teenagers actually pay attention for more than a few seconds? Not many places, and one big user-generated gaming platform is among them. Its daily users in India grew 64% year on year in the quarter to June 2026, after growing at 76% a year from 2020 to 2025[1]. The platform held its first event in New Delhi in October 2026[1].
Yet the people building for that audience are mostly small game studios selling to players, not to brands. Only about 250 Indian creators qualified for the platform's payouts in 2025[1].
So a marketing team that wants a branded world has no Indian partner it can brief the way it briefs an ad agency.
Spawnhall takes a brand brief and turns it into a small game - an obby, a sports mini-game or a collect-and-trade world tied to a product launch. It builds the game, runs live events for six to twelve weeks, sells branded avatar items where the platform allows, and reports visits, play time and repeat players back to the brand.
The seed wanted to develop virtual land in metaverse worlds, and I reframed it because that market faded. Parcels in one big metaverse world that sold for $6,000 to $100,000 in 2021 sat in a world where, by October 2022, fewer than 1,000 people a day were transacting[2]. In India, land sold as NFTs would also attract the 30% virtual digital asset tax and 1% TDS[3]. Brands want reach and not property, so Spawnhall builds where the players already are.
One important bit - many players are under 18, so the studio has to design for children's data rules from day one.
The brand's marketing team pays, usually through its media or digital agency. Spawnhall charges a build fee per game and a monthly live-operations fee. I found no public Indian price list, so test prices in the sprint. Players never pay unless they choose to buy branded items inside the platform.
The platform is putting money and attention into India - Hindi support, a New Delhi event in October 2026 and a stated push to grow local creators[1]. Indian studios have shown they can build hits, and one Bengaluru studio, with about 20 staff, has 1.6 billion visits on one title[1]. Brands just haven't followed yet.
There's no public figure for Indian brand spending on in-game worlds. The nearest firm numbers are the platform's own India growth figures above and India's games revenue, projected at ₹6,300 crore in 2025 rising to ₹9,200 crore by 2028[1]. That's neighbouring context, not your market.
One US studio builds branded games on the big gaming platforms for more than 50 brands, including toy, sportswear and streaming giants[4]. A US ad firm places brands across those platforms and mobile games[5]. Both serve global brands. In India, small studios build for players[1]. The gap is a local studio that speaks the language of Indian brand managers and measures results the way they expect.
| Difficulty | Moderate (36/100) |
| Starting capital | ₹60 L–1.2 Cr |
| Time to launch | 4–6 months |
Building a game on these platforms is well within reach of a small team. The hard parts are getting players to come back once launch week ends, and selling to brand teams who have never bought this before and will want proof that it works.
A game studio needs no licence. Children's data is the real constraint, so design for it from the first build.
Building this outside India? The categories above usually have a local equivalent, so check with your own regulator.
Don't use AI to profile or target young players. The DPDP Act bars that for children, and it is the fastest way to lose a brand client.
Want to work out the AI layer for Spawnhall? Talk to Yash →
Here's what can go south -
I think this is a sensible bet, and far better than virtual land. If you've shipped a platform game with real traffic and can sit across from a brand manager then it suits you. If you still want to sell virtual land then honestly, let it go.
Before you raise, prove one paid brand game reaches 100,000 visits with at least 20% of players returning within a week.
Plan for about ₹60 L–1.2 Cr over 4–6 months, mostly developers, artists and the first two or three brand builds.
No licence. You must follow the DPDP Act's rules on children's data and the platform's own brand standards.
Yes, US branded-game studios already do this abroad. Check the local children's privacy and advertising rules before you pitch.
The free Spawnhall validation kit has the line-by-line capital breakdown, the effort scoring, the children's data and advertising checklist, a 14-day validation sprint with pass/fail targets, a 90-day launch plan, 10 interview questions for brand and agency teams, and 5 assumptions to test. Download the kit →
Thinking about building Spawnhall or something close to it? The make-or-break work is keeping players coming back after launch week and proving it to a brand, and that's the kind of thing I help founders with. If you need a hand, you know where to find me. Talk to Yash →
For illustration only. Names are fictional and ideas hypothetical; sourced facts are real but may be out of date. Nothing here is legal, financial or professional advice, and Yash Khatri is not personally liable for any use of it. Read the full disclaimer.