Corporate Website and Web Application for Push Gaming

Launched August 4, 2016

Briefly about the project

The project consists of two parts: a corporate website and an area for communication of Push Gaming with their clients.

Corporate website

We started our work on the project with building up the Business Model Canvas and answered the questions together with the client. The most important ones are as follows:

  • Who are Push Gaming clients?
  • What types of relations do clients expect?
  • How is Push Gaming reaching their clients now?
  • What are the key features of Push Gaming services/products?

We went on prototyping and simulated the routes of the two main categories of users: customers (B2B) and job applicants. Do not be surprised that the applicants happen to be at the top of the key categories of the website visitors: in London, the competition for qualified designers and developers is very tough.

A design. We will not be completely honest, if we conceal our fears. The customer could easily have said ‘We ourselves are designers’ and started drawing their own painting. It turned out very different, i.e. the customer totally took into account all the recommendations about the UX / UI. We only discussed the ‘aesthetic’ points.


The front-end programming, like on all the Iquadart websites, is ‘custom’, i.e. without the use of CSS-frameworks. The website was highly estimated by Google (Google PageSpeed Insights service) for both operation speed and usability on mobile devices.


The back-end programming was implemented by using the Yii 2 framework as a basis. It allowed us to scale the project painlessly and proceed to develop its second part. We will talk about it in a while.

As for small features, we placed the ‘timeline’ on the About-page. It turned out to be a compact, functional and informative history of the company. It was very important for potential Push Gaming customers.

Client Area

After launching the website, we clapped hands together with our customer and got inspired for the second joint project — Client Area, similar to the personal cabinet of the client.

The corporate website completed certain tasks

  • to attract leads through the presentation of the company and its works;
  • to attract potential employees.

However, how about converting leads into clients? And how about keeping in touch with the clients?

We designed the client area for them. It contains three main sections:

  • Game Details;
  • Game Materials;
  • Roadmap.

Now, we would like to give more information about each section.

Game Details

The section contains the information about the games.

The users with the advanced rights get access to the detailed information and a demo version of the game. The page places additional blocks and a link to the demo.


An original calendar of games. The page contains a list of the current and scheduled games. The remaining game release time is displayed opposite to the titles of the scheduled games.

Game Materials

Game Materials is a ‘custom’ file storage with the distribution of user rights (similar to the simplified DropBox or Google Drive).

This is the heart, the brain and the lungs of the client area, both in the semantic and technical terms. It contains a tree of folders and files with marketing materials and sources of games. The users see only those materials to which they are provided with access.

All the file types possess their own icons. The tree displays the attributes of the files — the last modification date and the size. The users can download both individual files and entire folders.

Content Management System

Here, not everything went so smoothly. Together with the customer, we failed to predict a large influx of leads and initially created a user control module with a linear structure. The administrator could mark the games and the types of content available to each user. That system worked properly as long as only some leads appeared every day. When a daily number increased up to dozens and then to hundreds, we had to think about creating user groups.

After the modification of the system, it is enough for the administrator to assign a certain group to the user, and they are supplied with the required access rights. We provided the possibility of personal customization for each user.

Thus, Push Gaming obtained a tool that they use for:

  • sharing the extended information with the leads and letting them ‘taste’ the product;
  • providing source files and marketing materials for current clients;
  • announcing the release of new games both to the leads and to the clients.


The website possibilities are much broader than only a story about the company. The website is a tool that can also help in carrying out sales and marketing.