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Services

Engineering, 2D and 3D art from one studio. Hire us for a single discipline or bring us in to build the whole game.

01

From the first playable to the final store build, we write clean, performant C# that your team can keep building on. We have shipped on Android, iOS and PC, and we care as much about frame time and memory as we do about feel.

  • Unity
  • C#
  • URP
  • Addressables
  • Git
  • Firebase

What you get

  • Gameplay programming and game feel
  • UI implementation (uGUI and UI Toolkit)
  • Ads, analytics and in-app purchase integration
  • Performance profiling and optimisation
  • Editor tools and content pipelines
  • Store builds, porting and live updates
Discuss unity development
02

Distinctive art direction and production-ready 2D assets. We explore styles quickly, lock a direction with you, then produce at scale with consistent quality and files that drop straight into the engine.

  • Photoshop
  • Illustrator
  • Procreate
  • Spine
  • Figma
  • Aseprite

What you get

  • Art direction and style exploration
  • Character and environment concepts
  • Game UI and HUD design
  • Icons, cards and in-game items
  • Sprite sheets and 2D animation
  • Store screenshots and key art
Discuss 2d art
03

Stylised or realistic, hero asset or full environment. Every model is built to a polygon and texture budget that fits your target devices, with clean topology, UVs and LODs.

  • Blender
  • Maya
  • ZBrush
  • Substance Painter
  • Marmoset
  • Unity

What you get

  • Characters, props and vehicles
  • Environment modelling and set dressing
  • PBR and hand-painted texturing
  • Rigging and animation
  • Lighting and look development in-engine
  • Optimisation, LODs and texture atlases
Discuss 3d art
04

Need the whole thing? Our three founders cover engineering, 2D and 3D, so a single small team can take your idea from a paper prototype to a polished release, without the hand-off gaps of juggling multiple vendors.

  • Unity
  • Blender
  • Photoshop
  • Jira
  • Notion
  • GameAnalytics

What you get

  • Rapid prototyping and pitch builds
  • Vertical slices for publishers
  • Complete mobile and PC games
  • Co-development alongside your team
  • Post-launch updates and live ops
  • Store listing and launch support
Discuss full game production

Ways to work together

Choose the setup that fits your budget and timeline. You can switch as the project grows.

01

Fixed scope

A defined deliverable for a fixed price. Best for prototypes, asset packs and well-scoped features.

02

Dedicated team

One or more of us embedded in your production, billed monthly. Best for ongoing development.

03

Hourly support

Flexible hours for fixes, optimisation, reviews or art top-ups when you need an extra pair of hands.

Process

  1. 01

    Discover

    A free call to understand your game, your goals and your constraints. We reply to every inquiry within one business day.

  2. 02

    Plan

    A clear proposal with scope, milestones, budget and the people who will work on it. No surprises later.

  3. 03

    Build

    Weekly builds or art drops you can play and review, with direct access to the developers and artists doing the work.

  4. 04

    Ship

    Polish, optimisation and hand-over of clean, documented source files. We stay on for launch and beyond if you need us.

FAQ

How much does a project cost?

It depends on scope, so every project gets its own quote. Tell us what you have in mind and a rough budget range, and we will suggest the best way to get the most from it.

Can you work with our existing team and codebase?

Yes. Much of our experience is in established productions, so we are used to joining existing projects, following your conventions and working in your tools.

Who owns the work?

You do. Once a milestone is paid, all code and art created for you is yours, and we deliver clean, organised source files.

Do you sign NDAs?

Of course. We are happy to sign your NDA before you share any details of your project.

Which time zones do you work in?

We work remotely with clients worldwide and keep a few overlapping hours with your team for calls and reviews.