GS/ CO-DEVELOPMENT · EST. 2011 · CYPRUS

We spent five years building one game.Now we help you build yours.

GS Studio™ is a co-development partner for complex game productions - engineering, art, and live-ops, proven on ATONE, the UE5 game we built end-to-end over five years. Real production, not a tech demo. We integrate into your pipeline inside 72 hours and ship under your brand.

One team, one core. Two ways in.

UE5 IRIS REPLICATION
DEDICATED SERVER ARCHITECTURE
COMBAT FEEL
NANITE GEOMETRY
GPU SKINNING
MOVER 2.0
CHARACTER TECH
LIVE OPS
FRAME BUDGETS
VERTICAL SLICE DELIVERY
UE5 IRIS REPLICATION
DEDICATED SERVER ARCHITECTURE
COMBAT FEEL
NANITE GEOMETRY
GPU SKINNING
MOVER 2.0
CHARACTER TECH
LIVE OPS
FRAME BUDGETS
VERTICAL SLICE DELIVERY
WHAT WE DO

A co-development partner for complex game productions, the engineering, art, and live-ops depth of a first-party team, available under your brand and inside your pipeline.

Built for the parts of production that most co-dev shops won't touch.

01 / ENGINEERING

Gameplay & Systems Engineering

Combat and ability systems, character tech and animation, tools, netcode and backend. Five years of UE5 decisions made under production pressure, on one game, by the people who would have to live with them. Track-specific depth sits behind the two doors above: servers and replication → or combat and character tech →

GameplayCharacter TechToolsNetcode
02 / PRODUCTION

Production Scaling

Ambitious projects fail on content velocity as often as they fail on tech. We scale your production (gameplay engineers, systems designers, tools programmers, animators, environment and character artists) inside your existing pipeline. Your version control, your processes, your review standards. No parallel org. No black-box delivery. Your leads review our work the same way they review internal work.

GameplayToolsArt & AnimationSystems
03 / MODEL

Co-Dev Engagement Models

Most outsourcing asks you to contort your project to fit the vendor's process. We do the opposite. Dedicated squads, embedded individuals, milestone-based delivery, or full co-development of a vertical slice or feature track. We structure the engagement around how your team already works. Our people work under your brand, attend your standups, and are accountable to your producers. And we're in the pipeline in 72 hours - not 72 days.

Dedicated SquadEmbeddedMilestoneVertical Slice
04 / LIVE

Live Operations

Shipping is the middle of a game's life, not the end. We support live and post-launch games with feature development, content cadence, server operations, performance work, and the unglamorous engineering that keeps a game healthy. We've done this for five years on the game we built. Server tick down ~35% after the IRIS migration, movement bandwidth down ~60% after the Mover delta codec. Shipping work, not pitch deck.

Feature DevServer OpsPerformanceContent Cadence
05 / PRODUCT - ARCHITECTURE AUDIT

UE5 Architecture Audit

Four weeks. Fixed fee. The unvarnished read on whether your UE5 build is going to ship, run by the team that spent five years on one, with Souls-tier combat fidelity. IRIS, Mover, GAS, dedicated servers, GPU-accelerated animation. The audit you'd run yourself if you'd already shipped it. See the audit →

Fixed Fee4 WeeksSenior-Led€30–60k
06 / PRODUCT - SENIOR-LED POD

Senior-Led Pod

Vertical ownership of one UE5 system. Six months. Senior staffing. Fixed price. Five engineers, one vertical, owned end-to-end - combat, character tech, animation pipeline, replication, dedicated server, or a system you name. Senior-led, embedded in your Perforce, accountable to your producers. The middle path between hiring senior FTEs you can't find and an outsourced T&M team you can't trust to ship. See the Pod →

Six MonthsVertical OwnershipFixed Price€260–600k
// 03 PROOF OF WORK - ATONE

Not a tech demo. A multi-year production.

ATONE is the UE5 game we built end-to-end. Five years of decisions, rewrites, performance cliffs, and recoveries - a real game loop with feel-first melee, GPU skinning for dense scenes, custom dedicated servers, and UE5's IRIS replication, Nanite geometry, and Mover movement system.

Every problem a partner studio brings us, we've probably hit a version of it ourselves.

That's the difference between an outsourcer who's read about this work and a co-dev partner who's been in the arena. We've been running GS Studio™ since 2011. ATONE is the last five years of what we've learned, and what we bring to your project on day one.

See the ATONE case study →MMO & multiplayer →Single-player & co-op →

Anim tick
70-character scene
2.5MS
Years in
production
5YRS
Pipeline
integration
72HOURS
Studio
established
2011CY
UE client team
2020–2024
3DEVS
Full staffing
window
4MOS
// 04 START

Tell us what you're building.

Send your stack, your target scale, and the problem you're stuck on. We'll respond with a concrete proposal, not a sales deck.

Send your stack
or email us directly at hello@gs-studio.eu