About us - Vivid Games
Vivid Games

Vivid Games is a leading mobile games development studio in Poland. With our global reach & world’s best mobile boxing franchise under our belt (Real Boxing), we are here to produce top-notch mobile entertainment.

In 2006 the two of the founders, Remi Koscielny and Jarek Wojczakowski, decided to create a new company focusing on mobile games. We believed this will be the future of gaming, however seeing it become a $50B industry a decade later went even beyond our expectations.

As a team of five, with little cash, few devices but great motivation we started our journey. During the first years we developed over 150 products for numerous clients worldwide.

We worked on many original and licensed games for companies including I-play, Connect2Media, Mr. Goodliving, Namco on titles like: MotoGP, Crazy Frog, The Dog, or NCIS.

Very soon after we started, we signed our first distribution deals with Mobile Entertainment Europe, the largest mobile distributor in Poland,

and Hands-On-Mobile, one of the biggest mobile publishers worldwide. Our first big J2ME games were: strategic Samurai Puzzle Battle and a puzzle game Battle Blocks. Both were critically-acclaimed and commercially successful.

In 2010, Ski Jumping, our first globally successful franchise, took off the ski jump slope. It was followed up by Ski Jumping 2011, Ski Jumping 2012 and Ski Jumping Pro in 2013. Simultaneously, just a year later in 2011, we acquired a license for FIM Speedway Grand Prix, the first major sports license in our portfolio.

Another big milestone was a drawing game called Neon Mania, an iOS hit title – developed only in two months by a team of two.

In 2011 we realized that to make a big step forward we have to focus solely on our own titles. This was something we saw as a long-term plan and something we wanted to commit to and pursue for good. To make this change happen, we needed an investment to become financially independent.

In June 2012 we debuted on NewConnect, an alternative stock exchange market in Poland, successfully obtaining a $800,000 investment.

This financial confidence allowed us to think bigger and broader. We could release more games. During 2012 we launched Neon Blitz and BMX Jam, however it was the next game that changed our history forever.


Just after 6 months of development, on November 15th 2012, Real Boxing came out on Apple App Store receiving the prestigious Apple Editors’ Choice accolade. Real Boxing reached #1 sports games ranks in 154 countries and #1 game rank in 91 countries. It also got many awards, including Best Polish Game in 2012.


Advanced 3D graphics made Real Boxing a perfect title for the largest tech companies to showcase their latest hardware, including Nvidia Shield console or Google Android TV, as technical powerhouses.

In September 2013 we published Real Boxing on PlayStation Vita portable console. The game was globally the 11th most popular game of 2014 on PlayStation Store, and the 1st in Europe in May 2015. In July 2014 we launched the PC version of the game on Steam and many other distribution channels all over the world.

Following the success of Real Boxing, we decided to push the bar of visual quality on mobile platforms even further. We established a joint-venture company with Platige Image, the world-class animation studio from Warsaw, to work on an action-adventure game Godfire: Rise of the Prometheus.

Godfire was published in June 2014, receiving the second consecutive Apple Editors’ Choice award, very good press and excellent players’ feedback.

At CES 2015, Godfire was used to showcase the graphical power of the newest Qualcomm SnapdragonTM 805 and 810 chips, while Real Boxing was one of the launch titles for Google Android TV on Sony Bravia TV and Razer Forge TV systems.

Godfire was another critically-acclaimed game but due to the decline of the premium business model, a large file size and a few other issues its commercial potential appeared to be limited.

This brought us to another major milestone in our history. In June 2014 we changed Real Boxing’s business model to free-to-play and acquired almost 2 million iOS players in a first week alone. This turned out to be a very successful decision but to take full advantage of the free-to-play model we knew that we have to develop new games in this model from scratch.

Real Boxing 2 was our next game. We got to it seriously, with a large production team of 50 people. We signed an agreement with Hollywood media company MGM and acquired the biggest boxing movie license ever created. In November 2015 we launched Real Boxing 2 CREED and transformed it to Real Boxing 2 ROCKY in March 2016. Players could then play as all of their favorite characters including Rocky Balboa, Apollo Creed, Clubber Lang or Ivan Drago. Real Boxing 2 ROCKY managed to be #1 most downloaded game in 52 countries, and #1 sports games in 141 countries. To date, the Real Boxing franchise has been downloaded over 60 million times.

To leverage our publishing strengths we launched Vivid Games Publishing program at the end of 2015, offering external studios access to our expertise, market knowledge, cutting-edge tools as well as necessary financing.

On September 30, 2016 the company stock was transferred to GPW, the main market of the Warsaw Stock Exchange.

In March 2017 we published Highway Getaway, an endless-running racing game that reached #1 racing game rank in 83 countries.

A month later, we published so far the latest installment of our biggest franchise – Real Boxing Manny Pacquiao, with one of the greatest boxing stars Manny Pacquiao promoting it.

In November 2017 we celebrated the 5th anniversary of Real Boxing, the biggest and most successful boxing mobile franchise ever created. To give you an idea: over 53 million players fought nearly whooping 3 billion times and spent 95 million hours in the game.

The year of 2017 was an intensive year of internal improvements in the company culture, management, communication and many other key areas.

Today we’re a team of passionate individuals focused on a mission to create insanely addictive, visually outstanding mobile games that connect players in the moments of joy. To deliver on that promise, we take creative risks, set our goals high and pursue for perfection. Our vision is to be a world-class gaming studio with critically-acclaimed and commercially successful hit titles.

In 2018 we launched few very exciting games, including our own action game Mayhem Combat and action strategy Space Pioneer, as well as 3D balancing & racing title Gravity Rider we signed through our publishing program. All of them represent high production values and decent metrics on the rise.

In 2019 at least 10 games including Zombie Blast Crew, Gravity Rider Zero and casual titles catalogue will become globally available on the Apple App Store and Google Play.

On top of that, we develop and expand a number of cutting-edge technologies that propel the competitiveness of our games in the areas of multiplayer, monetization, quality assurance.

To the most important activities from last monts and near future belong:

1. Production and publishing of free-to-play games.
2. Games distribution on the Nintendo Switch and PC platform as a part of diversification the platformss and distribution channels.
3. Development of new business lines.
4. Maximization of monetization metrics.
5. Intensification of marketing activities.

We’re convinced that the best is yet to come. With the experienced team, great games in the works, right attitude and the ever-growing free-to-play market we feel that future will be ours!