Services

Game Development

2D and 3D games for mobile, PC and console — concept, art, build, testing and store release, with performance budgets agreed before production starts.

Built to a performance budget

Game projects fail on scope and performance far more often than on ideas. We agree the core loop, target hardware and a feature list with explicit exclusions before production begins, then hold to performance budgets — polygon counts, texture sizes, draw calls and target frame rate on the lowest supported device — so optimisation is not left as a panic near release.

We work across 2D and 3D for mobile, PC and console, and will give an honest assessment of an unfinished project, including when restarting the technical foundation would be cheaper than continuing.

A staged engineering process
  • 1

    Concept and scope: The core loop, target platforms and a performance budget agreed before production art or code.

  • 2

    Pre-production: Prototypes that answer the riskiest questions first — feel, performance and technical feasibility.

  • 3

    Production: Disciplined milestones, with profiling against the performance budget throughout rather than at the end.

  • 4

    Stabilisation: Beta testing, crash triage and optimisation on real target hardware.

  • 5

    Launch and support: Release management, patching and content updates planned as engineering work, not an afterthought.

Engines and tooling

Engine choice follows the target platforms, art style and the team that has to maintain the project — not preference. We work across the mainstream engines and the usual pipeline around them: source control suited to large binary assets, automated builds, profiling on real target hardware, and crash and performance reporting wired up before release rather than after the first bad review.

Discuss Your Game Project

Game work is scoped like any other engineering problem: target hardware, a performance budget and an honest feasibility assessment — including taking over unfinished projects.

Talk to an Engineer

Let’s discuss your project today!

What a game project involves

  • Concept and scope — core loop, target platforms and a feature list with explicit exclusions, because scope creep is what sinks game budgets.
  • Art and audio — 2D or 3D assets produced to a defined style guide, with performance budgets agreed before production rather than discovered during it.
  • Build — gameplay systems, UI, save/progression, and platform integration for achievements, leaderboards and purchases.
  • Testing — functional, device-matrix and performance testing on real target hardware, not just the highest-end device in the studio.
  • Release — store submission, age ratings, and the compliance requirements each platform imposes.

Performance budgets, agreed upfront

The most common cause of a troubled game project is art produced without a technical budget, then optimised in a panic near release. We agree polygon counts, texture sizes, draw calls and target frame rate on the lowest-supported device before asset production starts. It is a dull conversation that saves entire months.

Common questions

Which engine?
Chosen against your platforms, team and art style rather than preference. We will explain the trade-offs rather than assert a favourite.

Do you handle store submission?
Yes, including ratings and platform compliance. Builds go into accounts you own.

Can you take over an unfinished project?
Often, starting with an honest assessment of the codebase and assets. Sometimes the finding is that restarting the technical foundation is cheaper than continuing — we will say so if that is the case.

What about live operations after launch?
Content updates, event scheduling and balance changes can be covered by a support arrangement with defined response times.