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 our first engineer is in your codebase in 72 hours - not 72 days - with the full team ramped in 2-3 weeks.
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 - TRIAL SPRINT
Trial Sprint
Two weeks. $5,000 fixed. One senior engineer or artist, working in your repo under your review. You pick the task: a bug nobody can reproduce, one system profiled and written up, one asset built to your art bible, or a feature spike. You keep the work either way, and the fee credits forward into an Audit or a Pod. See the Trial Sprint →
Fixed Fee2 WeeksOne Senior$5,000
06 / 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
07 / 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$325–520k