Work with us

For publishers, IP holders, investors and studios. Every project runs the same way: you see each step and approve it.

WYRM in-engine: moonlight falling on stone hoodoos in a cave chamber

01

Build it

We build your game, from a playable pitch to a full game.

Bring a concept, a license or a design doc. We scope the build up front. You know what you will play at each milestone, and what it costs. We can also join your team and ship inside your pipeline.

Good fit when

  • You need a build a publisher can play.
  • You hold IP and need it made.
  • Your studio needs senior Unreal help.

02

Produce it

Your project is late or stuck. We take over and get it moving.

We review the plan and the board, reset the milestones, and run production until you have a playable build again.

Good fit when

  • A milestone slipped.
  • The budget is drifting.
  • You cannot tell what state the build is in.

03

Advise

A second opinion from a founder who has shipped licensed games.

Two kinds of help. In a production audit, we review your plan, board and milestones and tell you what to fix. In a workshop or pipeline setup, we show your team where AI helps in art, code and testing. We also show how to keep AI under review and spend limits.

Good fit when

  • You are weighing a project before you fund it.
  • You want AI in your pipeline, and you want it governed.

From pitch to playable

  1. 01

    Pitch

    We agree on the moment the build has to deliver, and who it's for.

  2. 02

    Pipeline

    We turn concept art into game-ready Unreal assets in hours.

  3. 03

    Playable

    You play the build early, then again at every milestone.

Faster assets, every one reviewed

Senior developers review every asset before it reaches your build. They decide where AI helps and check everything it touches.

Agents work in short logged rounds, with spend caps on every project. Your sensitive business data stays apart from the tools agents use.

You get more game for the budget, and a build you can play early.

How we run a project

Every build runs on a kanban and scrum process our founder has refined while producing games since 2012. We plan in sprints and track every task on one board.

A project moves to the next milestone only when the build passes its gate.

Ask us about the studio system behind this process.

Gates

What you hold at each gate

Each gate ends with a build you can play, and each payment is tied to a gate.

  1. PROTO

    First playable greybox

  2. VS

    Vertical slice, art complete

  3. ALPHA

    Feature complete

  4. BETA

    Content complete

  5. GOLD

    Final build

What we bring

A game director runs every build. Our founder has shipped twelve titles, most on major licensed IP.

  • Unreal Engine 5
  • Unity
  • Godot
  • C++ and Blueprints
  • Gameplay and AI systems
  • AI-augmented development
  • Concept-to-engine art pipeline
  • Multiplayer
  • PC and console
  • VR and location-based
  • Live operations

Send the brief. You'll play the first build early.

Book a 30-minute call (opens in a new tab)