Unreal Engine co-development and outsourcing

We take a defined part of your game, or a smaller game end to end, and deliver it in milestones. After scoping, each milestone ends with a playable build your team can review in its own pipeline.

ExampleA milestone plan for a vertical sliceThe shape of a typical plan. Dates and contents come from your scope.
MilestoneContentsYou receive
ScopeTechnical review, plan and risksWritten scope, estimate and milestone dates
First playableCore loop running in a test levelBuild and release notes
Feature completeAll slice features in, placeholder art allowedBuild and a known-issues list
Polish and handoverFinal art, bug fixing, performance and documentationFinal build, code and docs
In practice

How a co-development milestone runs

Every engagement starts with a written scope: what will be built, how you will accept it and which of us does the work. For a vertical slice that usually means one core loop, one level and the systems they need, with everything else stubbed.

Work happens on a branch or stream you control. Our producer keeps tasks in the tracker you choose, so your leads see progress without asking for it, and every merge goes through code review on your side or ours, as you prefer.

At the end of each milestone you get a build you can play and profile, release notes and a short list of known issues. If something in the scope changes, it becomes a written change with its cost, so the plan always matches what is being built.

When co-development makes sense

01

A feature area needs its own team.

Multiplayer, a new game mode or a tools suite would pull your core team off the main roadmap.

A separate team with its own milestones
02

You need a vertical slice for a pitch.

A publisher or investor wants to play it, and the date will not move.

A playable slice, scoped to the date
03

The project has slipped.

Milestones keep moving and nobody can say what is left to build.

A re-plan, then delivery against it

What we take on

Feature development

Self-contained features such as a game mode, a progression system or a crafting loop, built inside your codebase and conventions.

Vertical slices and prototypes

From a design document to a playable build that shows the core loop at target quality.

Multiplayer layers

Networking added to a single-player game, or an existing multiplayer setup rebuilt so it scales.

Tools and pipelines

Editor tools, build automation and test infrastructure that your team keeps using after we leave.

Backend and web

Accounts, progression and LiveOps APIs, plus the launcher, portal or website that goes with the game.

Art production

Characters, props and environments built to your style guide and budgets.

Smaller complete games

Games and real-time 3D applications delivered end to end, with design, code, art, QA and production from one team.

Who runs a co-development project

See the whole team.

FOUNDER

David

Founder & Lead Developer

Owns the technical plan and reviews architecture across the project.

  • Technical direction
  • UE5 C++
  • GAS
  • Engine modules

Timi

Producer

Runs the milestone plan, the tracker and the weekly update.

  • Jira
  • Release planning
  • LiveOps

Jana

Game & UX Designer

Turns the design into documented systems and runs playtests.

  • Systems design
  • Level design
  • UMG
  • CommonUI

Questions about co-development

Do you work in our codebase or a separate one?

Usually in yours, on a branch or stream you control. A separate repository works for self-contained tools.

How do you report progress?

With playable builds at each milestone, tasks in the tracker you choose and a short written update every week.

Can you work with our art and design leads?

Yes. Your leads approve the work, and we follow your style guide, review process and naming conventions.

Do you take fixed-price projects?

For clearly scoped milestones, yes. Open-ended work is priced per person, by the day or the month.

Start a project

Tell us about the project

Send us the engine version, where the project is and the work you need done. We reply within two business days with who we would put on it, or tell you it is not a fit.

A non-confidential outline is enough. If you need an NDA first, say so here and David will arrange it before you share project materials.

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