For agencies

Your client never has to hear our name.

You won the brief. It needs a game, an installation or something interactive on the stand — and there is no game team in the building. Interactify becomes your development department for that project, and stays out of the room.

The arrangement

Who does what.

The split is deliberately clean. There is no negotiation over who owns the relationship, because the answer is always you.

You keep

  • The client relationship. We do not contact them, during or after.
  • The creative concept. You sold it; we do not rewrite it.
  • The presentation. You take it into the room, with your name on it.
  • The credit. The work is your agency’s work.
  • The commercial terms. What you charge and what you pay are separate numbers.

We handle

  • Technical feasibility. An honest read on what fits the deadline.
  • The build. Game design, development, testing and hardening.
  • Device reality. Making it work on the hardware actually going on site.
  • Brand integration. Your client’s world inside the experience.
  • Hand-over and show support. Setup instructions and cover through the run.

Why agencies use us

Built around how agency work actually runs.

01

Invisible by default

White-label is the normal mode, not an upgrade.

The build ships under your agency’s name. We are not in the credits, not in the UI, not in the client deck, and we will not publish the project or name the end client without your written go-ahead.

02

NDA before the brief

Signed first, then we look at anything.

Send your agency’s NDA and it comes back signed, or ask and one will be sent over. Pitch material stays with the people pitching it.

03

Pitch support

A playable prototype beats a slide describing a game.

Something the room can hold and play changes how a pitch lands, and it is a far smaller piece of work than a full build. Tell us the pitch date and you will get a straight answer on what is achievable by then.

04

Rough concepts welcome

A sketch and a deadline is a normal starting point.

We can work from a finished creative deck, or help shape the mechanic while the concept is still moving. Bringing us in early usually makes the idea cheaper to build, not more expensive.

05

One technical contact

You are not managing a pool of freelancers.

The person who scopes the project is the person who builds it and the person you message when something changes two days before install.

06

International delivery

Software travels; hardware stays local.

Builds are delivered, installed and updated remotely, and run on kit supplied by you, the exhibition contractor or a local production partner. That keeps a project viable in a city we are not standing in.

How it starts

Three messages, usually.

There is no onboarding process to sit through and no platform to sign up for. The first conversation is about whether the thing you have sold can be built in the time you have.

Start a project

01

You send the brief

The concept, the deadline, the space and the constraints. NDA first if you need one. A rough idea is enough.

02

You get a straight answer

What is realistic, what it would take, and where the risk sits — including when the honest answer is that the deadline does not work.

03

Scope, then build

A fixed scope and timeline before anything is committed, then a playable version early enough to still change your mind.

Before you ask

The questions that come up every time.

Got a pitch, or a brief already won?

Either works. Send the deadline with it and you will get a realistic answer rather than an optimistic one.