We build Zexy websites, 3D worlds, systems, brands and the occasional game.
Somewhere along the way everyone agreed a website should look like every other website. We never signed that. Zexy is a digital production studio. We build the loud, 3D, unmistakably yours kind. Then the systems behind it, and the brand and marketing around it. Loud on the surface, solid underneath.
- A reply within two working days
- A plan and a quote after one call
- You own the code
Three disciplines.
One standard.
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Websites
The boldest website in your industry, which in most industries is not a high bar. 3D, colour that commits, motion, sound. For when a template genuinely cannot do what you want, which is presumably why you are here.
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Systems
The unglamorous half. Internal tools, AI that does an actual job instead of sitting in a chat bubble looking clever, and software for problems too specific for anyone to have made an app for.
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Brand and growth
Identity, strategy, SEO, campaign visuals and, yes, flyers. Paper still works. A good website nobody can find is a very expensive secret.
We also make games. Rarely, because good ones take forever and the budget rarely agrees. Got both?
Selected work.
All work-
Solibri
3D website · Solar energy, Costa Rica
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Camden Tools
E-commerce redesign · 70,000 tools
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Dispatchly
SaaS product, site and brand
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Saison
Restaurant website · Japanese fusion
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Strike
Sales and recruitment site · Live
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Bookie
Personal finance system · AI and MCP
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Invoicify
Invoicing system · Mac, iPhone and AI
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KAGE
Game prototype · Stealth, Unity
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All work
Every project, with filters
Built properly.
Behaves badly.
Plenty of studios can draw something wild. Fewer can ship it at sixty frames on a phone somebody bought five years ago. We come from games and 3D, which is why the ambitious version of your idea tends to survive contact with production instead of getting quietly simplified in week six. The same habit is why the boring system behind the pretty thing works too.
Small studio. You talk to the people building the thing.
More about usSame brief.
Different studio.
What changes when the people building it come from games.
| Topic | The usual studio | Zexy |
|---|---|---|
| The hard part | Gets built in week six, if the budget survives that long. | Gets built in week one, on a real mid-range phone. |
| Who you talk to | An account manager who relays it. | The people building it. Voice notes at midnight welcome. |
| Progress | A deck at the monthly check-in. | A build you can click through every week. |
| Older phones | "Best viewed on desktop." | Sixty frames on a phone somebody bought five years ago. |
| When it ships | A zip file and a goodbye. | Docs your team can follow. You own the code. We stay reachable. |
Four steps.
No deck.
Book the kickoff call
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Kickoff
One call. Goals, audience, budget, deadline. You leave it with a plan and a number, because nobody needs a slideshow about our values.
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Prototype the hard part
Whatever scares us most gets built first, in the browser or the engine, on a real mid-range phone. Week one is a cheap place to find out an idea does not work. Week nine is not.
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Build in small steps
You get a build you can click through every week. Break it, complain, send voice notes at midnight. It all goes into the next one.
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Polish and launch
Motion, sound, performance, accessibility. These get real days on the schedule, not whatever survives until Friday afternoon. Then we ship, and we stay reachable after.
Is this a fit?
Saves everyone a call. Including you.
Probably a fit
- You want the thing people describe to someone else afterwards.
- There is a hard part, and nobody is sure yet that it is possible.
- There is a real deadline and a real budget behind it.
- Decisions happen in days, not quarters. You talk to the people building it, and we talk back.
Probably not
- You need a template filled in by Friday.
- The brief is "like Apple, but cheaper".
- Someone above you still has to be convinced that motion is worth paying for.
- You need a fixed price before anyone has heard the idea.
Before you write in
The five things people ask first.
What does a project cost?
Pricing is on request. After one short call about goals, scope and timing you get a plan and a real quote for your project, not a number off a price list.
How long does it take?
A focused marketing site or a brand sprint is weeks. Immersive WebGL or an internal system is months. The hard part gets prototyped in week one, so the timeline you get after kickoff is one we can actually hold.
Do you only do the loud cartoon thing?
No. Loud is our default, not our limit. Quiet and precise gets built just as properly, and an internal tool mostly should be. What stays the same is that it moves, it loads fast, and it does not look like a template.
Can you work with our designers, or our agency?
Yes, often. Build from your designs, design alongside your team, or take the whole thing. For agencies we build the interactive part and stay invisible when that is the arrangement.
What happens after I send the form?
We read it and reply within two working days, usually with questions or a time for a short call. After the call you get a plan and a quote. No pitch deck, no follow-up campaign.
Got something
worth building?
Rough is fine. Send us the idea before it is tidy, while there is still room to make it stranger.
- A reply within two working days
- A plan and a quote. No pitch deck
- A straight no if the budget and the idea do not match