Gaming Companies in Nottingham: 61 Active Firms (2026)
Gaming companies in Nottingham develop, publish or support digital games and interactive entertainment for consumer and business markets in the city region.
Buying activity in Nottingham’s games market tends to sit with studio founders, publishers, platform-services teams and creative-production buyers, rather than a single enterprise software budget. Consumer releases sit alongside enterprise and education work, so supplier relationships range from work-for-hire art, audio and production support to longer retainers around live operations, monetisation and technical services. The commercial centre of gravity appears to be small teams and mid-market employers: enough operating scale for repeat contracts, but still close to project funding cycles and publisher decisions.
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Nottingham has 61 actively trading gaming companies, which makes the city-region cohort small enough for individual hiring, publishing and production decisions to affect the visible market. Reported employment stands at 257 people, suggesting a footprint weighted towards compact studios and specialist service suppliers rather than very large local employers. The revenue picture also points to a narrow scale-up layer, with few firms past mid-market turnover and many appearing closer to project-led or service-led operating models.
Market structure matters more here than formal sector licensing. Consumer-facing studios usually operate through platform distribution and audience acquisition, while service suppliers sell into studios, publishers, enterprise clients or education buyers. That mix can make contracts quite different across otherwise similar businesses: some depend on milestone payments and content ownership terms, others on live-operations support, monetisation tooling or recurring technical services. For researchers, the practical split is between original content risk and production-services risk, rather than a neat divide between games and adjacent interactive media.
Future movement appears more likely to come from business-model mix than from a uniform local boom. Early-commercial studios tend to remain exposed to project financing, release timing and publisher appetite, while production and technical-services firms can be steadier if they sit inside repeat customer workflows. Scale-up scarcity may keep acquisition interest focused on teams with proven live-operations capability, defensible tools or recurring service revenue. Education and enterprise use cases could soften some consumer-market volatility, although they are unlikely to remove the stop-start character of games production.
What’s in the file
One row per company, 50+ columns — everything below plus each company’s verified directors, from Companies House filings.
Company data
Verified directors — included
61
Active firms
2026
3
Above £5M
reported revenue
8
Since 2022
new incorporations
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Key facts
About 4% of the trading cohort reports turnover above £5M (3 of 61 firms) — the rest sits below that revenue band.
13% of the cohort was incorporated since 2022 (8 firms), so a sizeable share is in its first few filing cycles.
Nottingham games businesses span development, publishing and support for digital games and interactive entertainment.
Revenue models tend to split between work-for-hire services, owned titles and publishing support.
The sector combines software engineering, creative production and IP ownership, so commercial maturity can vary by business model.
Top Nottingham Gaming companies
Financial sub-scores
Computed from 5 filingsDevelops video games for console and PC platforms. Operates as a game development studio creating and producing interactive entertainment titles as part of the PLAION group.
Financial Health
StrongStrong · Hiring · 5% CAGR over 4y
Location
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Financial sub-scores
Computed from 2 filingsDevelops and operates mobile gaming applications, including the 3D social simulation game Avakin Life. Designs virtual worlds where users create avatars, socialise, and interact with digital…
Serves B2C mobile gamers worldwide, especially players seeking avatar-based self-expression, social interaction and community within 3D virtual worlds.
Financial Health
WeakWeak · -2% CAGR over 1y
Location
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Financial sub-scores
Computed from 5 filingsDevelops and publishes custom Minecraft game content including maps, worlds, skins and texture packs for the Minecraft Marketplace. Produces branded Minecraft experiences and events, and operates…
Serves Minecraft players through the in-game marketplace and online communities, and works B2B with entertainment brands, IP owners and media partners seeking Minecraft-based experiences and events.
Financial Health
WeakWeak · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsDevelops video games for digital platforms, working with publishing or production partners to design, build and deliver interactive entertainment titles, including gameplay systems, art and software…
Financial Health
WeakWeak · -6% CAGR over 4y
Location
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Financial Health
N/AN/A
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
StrongStrong · Growing · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 4 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 5 filingsDevelops video games for PC and console platforms. Produces action and shooter titles including the Shadow Warrior and Hard Reset series, and collaborates with publishers to design, program, and…
Serves a mix of B2B game publishers and B2C PC/console gamers, particularly audiences for action-oriented titles such as Shadow Warrior, Hard Reset and Trek to Yomi.
Financial Health
StableStable · 0% CAGR over 4y
Location
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Financial Health
N/AN/A
Location
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Financial sub-scores
Computed from 3 filingsDevelops and publishes indie video games. Currently creating and promoting “Eternal Damnation”, a hybrid real-time strategy and role‑playing game for PC, and sharing development updates, lore…
Sells to consumers who play PC fantasy strategy and RPG games, particularly players interested in indie titles distributed via platforms such as Steam and Epic Games.
Financial Health
StableStable · Hiring · 41% CAGR over 2y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · 0% CAGR over 2y
Location
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Financial sub-scores
Computed from 3 filingsFinancial Health
StableStable
Location
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Financial sub-scores
Computed from 2 filingsFinancial Health
HealthyHealthy · Hiring · 100% CAGR over 1y
Location
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Financial sub-scores
Computed from 4 filingsFinancial Health
StableStable
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · -10% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 2 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed · 0% CAGR over 2y
Location
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Financial sub-scores
Computed from 2 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
WeakWeak · 0% CAGR over 5y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
StableStable · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
WeakWeak · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed · 0% CAGR over 2y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · -68% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
StableStable · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
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Financial Health
N/AN/A
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
HealthyHealthy · Growing · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 2 filingsFinancial Health
StableStable
Location
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Financial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed · -50% CAGR over 1y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
HealthyHealthy · Hiring · 19% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
StrongStrong
Location
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Financial sub-scores
Computed from 4 filingsFinancial Health
WeakWeak
Location
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Financial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed · 0% CAGR over 1y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · 0% CAGR over 4y
Location
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Financial sub-scores
Computed from 5 filingsFinancial Health
HealthyHealthy · 0% CAGR over 4y
Location
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Financial Health
N/AN/A
Location
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Financial sub-scores
Computed from 5 filingsServices and repairs amusement and arcade machines. Supplies spare parts, refurbishes equipment, and sells video games, redemption machines, change machines and validators, with technical support and…
Serves B2B customers in the amusement and leisure sector, including arcade, redemption, video game and change machine operators needing machine sales, spares, servicing and repairs.
Financial Health
HealthyHealthy · Hiring · 5% CAGR over 4y
Location
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How Nottingham Gaming companies work and how to sell to them
What they do
Revenue usually comes from a mix of original content, commissioned production and technical services. Studios with their own games earn through paid downloads, in-game spending, publisher advances, revenue shares and, for live titles, recurring content or operations budgets. Service-led teams price around milestones: art packs, porting work, QA, audio, design support, analytics implementation or ongoing maintenance. Nottingham’s smaller studios are often project-financed, so payment terms, ownership of underlying IP and acceptance criteria matter as much as headline price.
Who they sell to
Typical customers range from game publishers and external development teams to education providers, cultural organisations and enterprise buyers using interactive content for training or customer engagement. The economic buyer is often a founder, studio head, executive producer or publishing manager; technical sign-off may sit with a CTO, technical director or lead engineer. Small service jobs can be founder-led and comparatively quick, while publisher-funded work, public-sector education projects and enterprise training contracts tend to involve procurement checks, rights clauses, security reviews and more formal approval.
What they buy
Most gaming firms tend to spend on tools and services that reduce production risk or help them reach an audience. Common categories include cloud infrastructure, build and release management, version control, testing, crash reporting, observability, security, payments, fraud controls, user analytics and community moderation. Service budgets often cover localisation, QA, audio, motion capture, contract art, recruitment, legal advice on IP and publishing terms, accountancy, payroll and grant support. Firms with live games may also buy CRM, lifecycle marketing, customer support and monetisation analysis.
Why and how to sell to them
Buying intent often appears when a studio moves from prototype to funded production, signs a publishing or enterprise contract, prepares a launch, expands live operations or hires senior production, engineering or commercial staff. Common pain points are cash-flow timing, delivery slippage, platform approval, audience acquisition costs, retention, QA load and contract complexity. Sellers usually need a practical angle: show how the offer protects a milestone, lowers rework, improves release confidence or frees scarce developers and producers. Milestone-linked pricing and clear implementation effort tend to fit the way these buyers budget.
How this list is built
Data sources
This list is built from UK Companies House filings, XBRL accounts data, and semantic analysis of each company's public website. Revenue and headcount figures come from the most recent filed accounts; where the company has not filed, values are estimated using a model trained on filed history and peer benchmarks and are labelled as estimates.
Classification
Rather than relying solely on SIC codes, Firmbase classifies each company semantically: the company's website is crawled, an AI model reads what the company actually sells, and the company is placed into the relevant industry and subsectors. SIC codes are used as one signal but not the only one. This means a company that registered under a generic SIC code but pivoted into (for example) fintech is correctly identified as fintech, not as its original SIC category.
Freshness
The underlying company data is refreshed from Companies House continuously; filings appear in the list within days of submission. The curated list ordering is regenerated when the underlying data moves meaningfully (company count changes by more than 5%, a new company enters the top-ranked segment, or the filed-revenue numbers for the top firms change). You can see the last-updated timestamp near the top of the page.
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Frequently asked questions
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