Service 11 — Game development

Any platform
you can name.

PC, console, mobile, VR, arcade, television, web browser or streaming — regardless of the platform, we build the game and the services behind it.

What is included

  • Vertical slice
  • Gameplay engineering
  • Backend services
  • Build and release pipeline
  • Performance profiling
  • Live operations

The game is half the project

Shipping a game means shipping everything around it: accounts, saves, leaderboards, analytics, store builds, certification, patches and a live-operations plan. Studios that treat those as an afterthought find out during certification, which is the most expensive possible moment.

We plan the services alongside the gameplay. Because we are full-stack, the same team builds the backend, the infrastructure and the pipeline — you are not coordinating a game studio and a web agency who have never met.

Prototype first, always

A vertical slice that proves the core loop is the cheapest risk reduction in the business. We build it early, put it in front of real players, and either the loop works or you have learned that for a fraction of the full budget.

Deliverables

What you
actually get.

01

Vertical slice

One playable section at final quality, used to prove the loop and to raise money if you need to.

02

Gameplay engineering

Systems, state, input, physics tuning and the tooling designers need to iterate without an engineer.

03

Backend services

Accounts, saves, leaderboards, matchmaking, entitlements and anti-cheat where it matters.

04

Build and release pipeline

Automated builds per platform, with certification requirements checked before submission rather than after.

05

Performance profiling

Frame budgets per target device, profiled continuously, because performance is a gameplay feature.

06

Live operations

Telemetry, remote configuration, patch cadence and a plan for the first weekend after launch.

Shapes of the work

Where this
usually lands.

PlatformWhat dominates the scheduleWatch out for
PC / SteamHardware variance, input options, mod supportWide GPU testing matrix
ConsoleCertification requirements and hardware accessCert can add weeks — plan for it from day one
MobileThermal limits, battery, store rulesAggressive performance budgets on mid-range devices
VRFrame timing and comfortDropped frames are a health issue, not a polish issue
Browser / streamingLoad size and latencyAsset streaming and cold-start time

Stack

What we build
this with.

We work in your stack when you have one. These are our defaults when the choice is ours.

Unreal EngineUnityC++C#GodotWebGLNode.jsPostgreSQLSteamworksConsole SDKs

Questions

Before you
commit.

Can you take over a project mid-development?
Yes, starting with a paid technical audit. First question is always whether we can make a clean build from a fresh checkout — that answer predicts most of the rest.
Do you do art?
We are an engineering studio. We work with your art team or with art partners we know, and we build the tooling and pipeline that makes their work land in the game efficiently.
Can you handle console certification?
We prepare and submit, and we design against the requirements from day one so certification is a checkpoint rather than a crisis.
What about multiplayer?
Yes — and we will be blunt about the cost. Multiplayer roughly doubles the engineering and adds permanent operating expense. Worth it when the loop needs it, expensive when it is a wish.

Ignition

Need game development?

Tell us the problem, the users and the systems already in place. We will identify the right discovery or build step.