General
How a Monster Cooking Flash Game Transformed the Fate of a Small British Studio
Team Cooper, a digital studio specializing in Flash games and interactive microsites, has reviewed the first year of its debut project, Beastie Burgers. Most of the studio’s work is carried out under NDA, while its own games are released under the Robot / Lizard Productions brand. Despite modest financial results, this monster burger game became the catalyst for the company’s growth and attracted new clients.
From one person at a laptop to a full team
Before the summer of 2008, Team Cooper was effectively a one-developer operation with administrative support from his wife Emma. Over the following years, the studio grew to six full-time staff, focusing on browser games for a variety of clients while simultaneously developing its own original projects.
The founder’s path into the games industry was anything but straightforward. A childhood passion for programming on the Sinclair Spectrum and handmade board games crafted from cereal boxes eventually faded. His introduction to Flash came at ACT e-learning, where occasional opportunities arose to create mini-games. After ACT closed and a disappointing stint as a PHP developer, going freelance was the logical next step.
Why the studio needed a showcase project
After two years of freelance work and hiring junior developer Kyle, the studio found itself caught in a vicious cycle. Attempts to land game development contracts repeatedly led to the same non-game tasks. It became clear that attracting the right clients required not just a demonstration of skills, but a complete, playable game in the portfolio.
The choice fell on the cooking genre, which surprised everyone around them. The idea for a burger game had existed since the ACT days but never progressed beyond a prototype. Instead of yet another shooter or tower defense game, the studio bet on an unconventional theme with mouse-only controls, targeting a casual audience. The visual hook came later: after early sketches with ordinary characters made it clear that dynamically generated human faces looked bland, illustrator Phil proposed his distinctive style. People became monsters, ordinary ingredients gave way to monstrous ones, and the name Beastie Burgers emerged naturally.
Sprints without a plan and 18 months to the finish line
Development kicked off without a clear document — just quick sketches. Work was done in bursts between client projects. The pauses allowed for a sober assessment of progress, but simultaneously killed momentum. The need to explain the game to the artist prompted the writing of the first design document (GDD), which became the project’s anchor, allowing the remaining tasks to be evaluated not by intuition but by a checklist.
In total, the game was built over roughly 18 months in pieces. By the author’s own estimate, with a continuous development cycle and proper planning, the timeline could have been significantly shorter.
User testing as a reality check
An early version without audio, a tutorial, or story mode was submitted for testing through the First Impressions service from Flash Game License. The results were painful. The art received praise, but the game itself was criticized harshly. Players didn’t understand what was happening, grew frustrated quickly, and quit. Reading between the lines of the reviews revealed the core problem: not only was there no tutorial, there was no reason to care about making burgers for monsters in the first place.
The rework required rewriting the design document (GDD) from scratch and adding several layers:
- Step-by-step tutorial and audio accompaniment
- An opening animation with the backstory of the character Raoul
- Story mode with a location map
- An achievement system
At the same time, the growing list of wishlist items had to be trimmed to avoid drowning in scope. A second round of testing confirmed the decisions were right: scores improved noticeably.
Sponsorship, launch, and Facebook without illusions
Submission to Flash Game License in early October 2008 came on the back of strong feedback, but the final deal value was disappointing. Possible reasons cited included poor timing, sponsors’ caution toward unknown developers, and subjective perception of the product. The deal closed just before Halloween, with the release going live a couple of days before the holiday. The primary sponsor handled distribution across gaming portals and even dressed up their homepage in the game’s visual style.
In parallel, the studio released the mini-game Beastie Builder on Facebook, and later ported the main game there as well, adding platform hooks, Mochi advertising, and microtransactions via Mochi Coins. The results confirmed the widely held view: games cannot simply be ported to Facebook without adapting to the platform’s mechanics.
Four million plays and modest math
Over the course of a year, the project accumulated more than 4M plays, maintaining around 5,000 per day. The estimated development cost came to approximately £11,500, of which £9,000 was internal team time and £2,500 went on outsourced assets. Actual revenue was modest: approximately £1,800 from two sponsors, £3.54 from Mochi advertising, £1.85 from a single microtransaction, and around £55 from Google Ads.
Under an alternative distribution model without a sponsor, the studio calculated that revenue could have been around £2,100 based on CPM across 4M plays, plus an estimated £1,000 from return traffic to the studio’s own site. These are hypotheses, however, not a financial report.
The project paid off in opportunities, not revenue
The personal value was significant: the team realized its own creative vision for the first time. The professional payoff was equally substantial. Kyle grew as a developer, and the founder gained hands-on experience in planning, game design, and time management. From a business perspective, the game became the showcase project that helped secure game development contracts, participate in the BBC @North initiative, and open negotiations with major companies. The only regret was that the project should have been started and finished sooner.
Nine lessons from Beastie Burgers
- A finished project convinces clients better than any promise
- Planning should not block prototyping, and prototyping does not replace a plan
- Writing down the scope of work helps see a project through to completion
- User testing should be conducted as early and as often as possible
- Iterations — prototype, feedback, improvement — form the foundation of healthy development
- Priorities are best set at the start, rather than spreading effort across experiments
- A narrative sets the boundaries of a project and gives the player motivation
- Recorded ideas pay dividends in the future, even if their time has not yet come
- Projects and teams that bring enjoyment deliver better results
What lies ahead for Team Cooper
The studio continues its contract Flash development work, strengthening relationships with major entertainment companies. Time is also preserved for original projects: one Facebook game and several smaller personal projects are in progress at various stages. Beastie Burgers delivered confidence and clients, and every subsequent release is intended to raise the bar for portfolio quality. The new capabilities of Flash Player, including the Molehill API for 3D, hold particular interest as a direction for future growth.
The story of Team Cooper shows that a browser game can be an excellent starting point for a studio. Today that is confirmed even more convincingly than it was in the Flash era. Browser games are experiencing a new surge: io games, casual multiplayer games, and mobile web games are building a massive audience. Representatives of the gaming portal igaminglab, which hosts a catalog of popular browser games, specifically pointed out to us that the browser continues to serve as a universal gaming platform — and that popularity endures despite the considerable age of such entertainment.
A mobile device user does not need to download a separate app to start playing, and this significantly broadens reach. For developers who, like Team Cooper, use their own games as portfolio pieces, a growing accessible audience means more views, more feedback, and more chances to attract a client. The experience of Beastie Burgers proved this principle long before it became obvious to the industry as a whole.


