ABOUT / MOMENTFISH

Small studio.
Serious about the details.

We started in Kunming in 2012 with no sales team and no big-name clients, just work we could stand behind. Fourteen years later, that's still the whole strategy.

EST.2012390+ projects5800+ works60+ partnersKunming
01 / OUR STORY

From one small office
to 60+ companies.

We started with websites and interactive H5 for local businesses. Then live screens. Then 3D. Then full systems. Each new skill came because a project needed it, which is how a decade and a half went by.

When property boomed, we built interactive brochures, VR viewings and sales-centre screens. As public-sector work grew, we moved into data platforms and dashboards. When events needed live interaction, we built check-in, lucky draws and phone-linked games. The industries changed. The job — making an idea work in the room — didn't.

One client once called us the Foxconn of interactive work. We took it as a compliment: steady, on time, happy to carry the awkward bits. We'd still rather be called a partner, because beyond writing code we tell you which ideas will fall over on site.

So far: 390+ projects and 5,800+ interactive pieces. Small team, long list. The only reason it works is process, decent archiving and people who'll answer the phone at 3am.

14+
Years
390+
Projects
5800+
Interactive works
60+
Long-term clients
02 / TIMELINE

Every step
counts.

No dramatic pivots. Just new skills dragged in by the next project.

2012

Founded in Kunming

First websites and interactive H5 for local businesses.

2014

Into property marketing

Interactive brochures, VR viewings and sales-centre screens opened the door to property and tourism.

2016

Live screens become routine

Check-in, draws, screen games and phone sync put us on event floors and trade-show stands.

2018

The delivery system takes shape

Briefing, build, testing and archiving became a fixed process. Long-term clients passed 60.

2020

Data platforms and visualization

Work shifted from one-off events to business systems and dashboards that run for years.

2022

3D and digital twins

3D, digital twins and exhibition control arrived, for government, industry and agriculture.

2024

Multi-channel and integration

Mini programs, official accounts, WeCom and DingTalk — a fuller business chain.

2026

AI in everyday delivery

AI imagery, speech and Q&A assistants became part of daily work on H5, halls and live interaction.

03 / WHAT WE BELIEVE

Four things
that aren't in the contract.

A contract lists deliverables. It doesn't cover how you behave. These four are our own rules.

01 / ON TIME

On time

A schedule is a promise. If we can't hit it, you'll hear that before the quote, not three weeks after kickoff.

02 / FLEXIBLE

Changeable

Requirements change. That's normal. We talk through the impact and the cost first, then change it. No last-minute surcharge.

03 / RESILIENT

Resilient

An event gets one shot. Dead network, dead device, a flow swapped at the last minute — we've got a plan for each.

04 / ARCHIVE

Archived

Source, assets and docs archived for good. Next year's update starts with facts, not guesswork.

04 / TEAM CAPABILITIES

Small team,
whole chain.

Strategy, design, frontend, backend, 3D and ops sit at one table, so problems don't get forwarded between companies.

STRATEGY

Strategy & interaction

Turning a communication goal into a reason to take part. Starting with why anyone would want to play.

VISUAL

Visual design

Interfaces, motion and 3D, kept inside one brand language.

FRONTEND

Frontend

H5, mini programs, screens and 3D interaction. Adapted screen by screen and tuned for speed.

BACKEND

Backend & data

APIs, permissions, draw concurrency, dashboards and system integration.

3D

3D & graphics

Modelling, lightweighting, rendering and digital twin scenes.

OPS

Operations & on-site

Cloud resources, security, monitoring, backups and on-site cover during events.

05 / COMMITMENTS

What we say,
we do.

No brochure needed. This should be the baseline for any technical team.

01

24/7 response

Holidays included. Someone answers on show day, and someone fixes the 3am failure.

02

Paperwork in a day

Contracts, invoices and payments done inside one business day. You shouldn't be waiting on admin to launch.

03

No holiday surcharge

We work normally through the Spring Festival, and we don't add a zero because the calendar looks tight.

04

Talk first, change second

We assess the impact and the timeline, then execute. No do-now, price-it-later.

06 / HOW TEAMS ARE SET

Different projects,
staffed differently.

Same roles, different numbers and timelines depending on the job. You'll see the staffing in the quote, up front.

01

Interactive H5 and mini games

Strategy, visual and frontend — three or four people. Standard jobs ship in about four weeks. Tight deadlines get planned day by day.

02

Live screens and events

Frontend plus ops, two or three people. Rehearsal, device checks and on-site cover included.

03

Digital space and halls

3D, frontend and backend, five to seven people. Modelling, interaction and controls are phased and signed off scene by scene.

04

Platforms and mini programs

Backend plus frontend, planned in iterations. Ops takes over after launch, so support doesn't walk out the door.

Let's talk
about a project.

service@momentfish.com

Skip the small talk. Tell us the goal, the date and the blocker. Specifics get you a faster, more useful answer.

How we work