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.
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.
| Milestone | Contents | You receive |
|---|---|---|
| Scope | Technical review, plan and risks | Written scope, estimate and milestone dates |
| First playable | Core loop running in a test level | Build and release notes |
| Feature complete | All slice features in, placeholder art allowed | Build and a known-issues list |
| Polish and handover | Final art, bug fixing, performance and documentation | Final build, code and docs |
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.
Multiplayer, a new game mode or a tools suite would pull your core team off the main roadmap.
A publisher or investor wants to play it, and the date will not move.
Milestones keep moving and nobody can say what is left to build.
Self-contained features such as a game mode, a progression system or a crafting loop, built inside your codebase and conventions.
From a design document to a playable build that shows the core loop at target quality.
Networking added to a single-player game, or an existing multiplayer setup rebuilt so it scales.
Editor tools, build automation and test infrastructure that your team keeps using after we leave.
Accounts, progression and LiveOps APIs, plus the launcher, portal or website that goes with the game.
Characters, props and environments built to your style guide and budgets.
Games and real-time 3D applications delivered end to end, with design, code, art, QA and production from one team.
See the whole team.
Owns the technical plan and reviews architecture across the project.
Runs the milestone plan, the tracker and the weekly update.
Turns the design into documented systems and runs playtests.
Usually in yours, on a branch or stream you control. A separate repository works for self-contained tools.
With playable builds at each milestone, tasks in the tracker you choose and a short written update every week.
Yes. Your leads approve the work, and we follow your style guide, review process and naming conventions.
For clearly scoped milestones, yes. Open-ended work is priced per person, by the day or the month.
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.