Skip to content
iMOBDEV
Mobile
Masquerade logo

Masquerade

A pass-the-phone charades game that turned any living room into a party in under 60 seconds.

gamingparty-gamescharadesiossocialfamily

Project Snapshot

Client
Masquerade
Industry
Gaming (Party & Social)
Platform
iOS (iPhone & iPad)
Timeline
3 months
Our Role
iOS game development + UI/UX design

The Challenge

Masquerade came to iMobdev with a simple, proven party-game format — hold the phone to your forehead, act out or guess what's on screen before the timer runs out — and a Spanish-speaking launch market to design for first. Physical card-based charades games had run this format for years, but nobody had turned it into an app that a group could pick up with zero setup and no printed cards to shuffle.

The pain points were specific to the format. The game needed instant round-to-round pacing — categories, timers, and team colors all had to be selectable in seconds so the energy of a party never stalled on a settings screen. It needed fully localized Spanish-first content without feeling like a translated afterthought. And because groups play in mixed company across ages, the interface had to be legible and fun at a glance, readable by a player holding the phone up to their own forehead while everyone else reads the screen from across the room.

Every stalled round was a party moment lost — the whole appeal of a phone-based party game is that it never gets in the way of the fun, so friction anywhere in the flow directly hurt word-of-mouth and repeat play.

Technically, the team also wanted a design that could scale into a family of related trivia and word games under the same "App-Player" umbrella, so the core game engine needed to be reusable rather than a one-off build.

Our Solution

iMobdev's approach was to design Masquerade as a single always-visible game loop — home screen to gameplay to score in as few taps as possible — with every screen built for a phone being held up and read at a glance rather than tapped carefully.

On the architecture side, we built a native iOS game engine with a reusable round-timer and content-category system, so new mimic categories (Movies & TV, Music, Theatre) and new team colors could be added as data rather than new code — the same pattern the "App-Player" family of games could reuse for future titles.

On the UX side, the entire interface leans into a bold harlequin diamond pattern and saturated jewel-tone color blocking so the game reads instantly as a party product, not a utility. The home screen surfaces category selection, team color, and round length (30/60/90 seconds) as large tappable dials and tiles, and the in-round screen strips everything down to the mimic prompt, a giant countdown dial, and a single home button — nothing else competes for attention while a player is performing.

For localization, all copy, categories, and settings shipped fully in Spanish for the initial market, including sound options for the countdown (Ritmo, Reloj, Rana) and end-of-round alerts (Ah Ooh Gah, Alarma, Campana), so the experience felt native rather than translated.

Delivery was phased: the core mimic loop and timer shipped first, category content and team-color modes followed, and a settings and sound pass rounded out the release before submission to the App Store.

The Impact

Masquerade launched as a fast, pick-up-and-play party game that strangers and families alike could start within seconds of opening the app — no cards, no setup, no rules explanation beyond "hold it to your forehead." The reusable round-timer and category engine gave the Masquerade team a foundation to keep adding content packs without touching the core app.

The game's bold, unmistakable visual identity made it instantly recognizable across the App-Player family of titles it launched alongside. iMobdev continues to support Masquerade as it expands into new categories and languages.

Key Features

What We Built

Pass-the-Forehead Gameplay

A one-tap round loop built for a phone held to the forehead while friends read the prompt aloud.

Adjustable Round Timer

30, 60, or 90 second rounds selectable from large tappable dials on the home screen.

Multiple Mimic Categories

Movies & TV, Music, and Theatre categories, each with its own icon and prompt set.

Team Color Modes

Green, Blue, and Red team modes for organizing group play at parties.

Custom Sound Packs

Selectable countdown and end-of-round sounds, from a ticking clock to a ringing bell.

Full Spanish Localization

Every category, prompt, and setting shipped natively in Spanish for launch.

Tech Stack

  • Swift
  • UIK
    UIKit
  • CO
    Core Animation
  • SP
    SpriteKit
  • IO
    iOS SDK
  • Xcode

Screenshots

App in Action

Scroll to see all →

iMobdev captured exactly what makes charades fun and got out of the way — the app just works, and that's all a party game needs to do.

Founder

Masquerade

Why 200+ Companies Choose iMOBDEV Over the Rest

AI-Native Approach

We don't retrofit AI; we design for it from day one — architecture, data, and UX.

On-Time, Every Time

Agile sprints with clear milestones, transparent reporting, and zero deadline surprises.

Transparent Pricing

No hidden costs. Fixed-price or dedicated team models — you choose what fits.

Global Team, Local Focus

India-based delivery excellence with US and UAE client engagement offices.

Enterprise-Grade Security

ISO 27001-compliant, NDA-ready, GDPR-aware — secure by design at every layer.

Ongoing Partnership

We're a long-term partner, not a one-and-done vendor. We grow as you grow.

Ready to Build Something Like This?

Tell us your challenge. Free consultation, no commitment.