Game Development

Full-cycle game development, from prototype to live

We cover the entire game development stack — Unity and Unreal Engine client work, multiplayer backend, Web3 game mechanics, and live ops infrastructure. One team, end to end.

Game development services

Client, server, and everything in between.

Unity game development

Mobile, PC, and console games in Unity — gameplay systems, UI, physics, shaders, and optimisation for target platforms. C# engineering to a professional standard.

UnityC#DOTSNetcode for GO

Unreal Engine 5 game development

High-fidelity games and simulations in Unreal Engine 5 — Blueprints and C++, Nanite, Lumen, and multiplayer via the Unreal networking layer.

Unreal Engine 5C++BlueprintsNanite

Game backend development

Low-latency game servers, authoritative state management, matchmaking, leaderboards, and anti-cheat — proven at 50,000+ concurrent players.

WebSocketsGoNode.jsRedis

Mobile game development

iOS and Android games in Unity — performance optimisation, platform-specific features, in-app purchases, push notifications, and App Store submission.

UnityiOSAndroidIAP

Web3 game development

On-chain item ownership, NFT characters and assets, play-to-earn token economies, wallet integration, and hybrid on-chain / off-chain state.

SolidityERC-6551ThirdwebPolygon

Game live ops and LiveOps tooling

Player progression, in-game economies, A/B testing infrastructure, analytics pipelines, seasonal content systems, and remote config.

PostgreSQLKafkaGrafanaAWS

Game tech stack we work with

Tools and engines we use across the full game development lifecycle.

Game Engines

UnityUnreal Engine 5Godot

Client Languages

C#C++BlueprintsHLSL/GLSL

Multiplayer

Netcode for GameObjectsMirrorUnreal Online SubsystemWebSockets

Backend

GoNode.jsRedisPostgreSQLKafka

Cloud & Hosting

AWS GameLiftAgonesGCPKubernetes

Web3

SolidityThirdwebPolygonethers.js

How we deliver a game project

End-to-end delivery process for game projects.

Game Design Review

We review your GDD, define technical scope, and identify risks — client-side, server-side, and platform-specific — before writing code.

Prototype

Core gameplay loop built in 2–4 weeks. Playable, not polished — designed to validate fun and technical feasibility before full investment.

Production

Parallel client and server development in 2-week sprints. Playable builds at every milestone — you always know exactly where the project stands.

QA & Performance

Load testing, frame rate profiling, memory audits, and platform certification preparation before soft launch.

Soft Launch

Staged rollout with live monitoring, crash reporting, and rapid response capability. We stay engaged through the critical first weeks.

Live Ops

Post-launch feature development, seasonal content, balance updates, and scaling support as your player base grows.

How much does game development cost?

The published answer, before you ask for one.

A multiplayer backend runs $40,000–$90,000 and is priced by development time; for anything with a server in it the scope, and therefore the time, is driven by peak concurrent players rather than registered users — those are different figures, frequently two orders of magnitude apart, and only the first decides what has to be built.

A backend that holds 500 concurrent players and one that holds 50,000 are different systems rather than different sizes of one; we have run production infrastructure at 50,000+ concurrent players, at 62 ms average latency and 99.98% uptime. On the client side the drivers are platform count and whether visual fidelity is what the game is selling on.

The monthly infrastructure bill is calculable before anything is built, so we publish that one. On AWS list prices a server-authoritative backend at 30 Hz runs about $1,200 a month at 500 peak CCU, $6,900 at 5,000 and $48,000 at 50,000, and at the top of that range egress alone is more than half of it — the table, with the assumptions. The build itself is scoped per project: a free 30-minute call establishes the concurrency target, the update rate and the authority model, and a written scope with a fixed price follows within 48 hours.

Common questions

What studios and founders ask before starting a game project.

Yes. We cover the full stack — Unity or Unreal client development, backend infrastructure, and the integration between them. You don't need to coordinate separate client and server teams. One team, one point of contact, full ownership of delivery.
Unity is better for mobile, cross-platform, and indie-scale projects — faster iteration, large asset store, lower hardware requirements. Unreal Engine 5 is the right choice for high-fidelity PC/console games, simulations, and projects where visual quality is a differentiator. We are experienced in both and will give you an honest recommendation based on your specific project.
Yes. We can add wallet connectivity, NFT item ownership, token rewards, and on-chain leaderboards to an existing Unity or Unreal project without rebuilding the game. Integration complexity depends on how deeply Web3 mechanics are integrated into the core gameplay loop.
We have built infrastructure handling 50,000+ concurrent players in production. Our backends are horizontally scalable on Kubernetes or AWS GameLift — we design for your peak CCU target and implement auto-scaling so the system grows with your player base automatically.
A multiplayer backend runs $40,000 to $90,000, priced by development time. For anything with a server in it the scope, and therefore the time, is driven by peak concurrent players rather than registered users — those are different figures, frequently two orders of magnitude apart, and only the first decides what has to be built. A backend that holds 500 concurrent players and one that holds 50,000 are different systems rather than different sizes of one; we have run production infrastructure at 50,000+ concurrent players, at 62 ms average latency and 99.98% uptime. On the client side the drivers are platform count and whether visual fidelity is what the game is selling on. The monthly infrastructure bill, unlike the build, is calculable in advance and we publish it: on AWS list prices a server-authoritative backend at 30 Hz runs about $1,200 a month at 500 peak concurrent players, $6,900 at 5,000 and $48,000 at 50,000, where egress is more than half the largest figure. A free 30-minute call establishes the concurrency target, the update rate and the authority model, and a written scope with a fixed price follows within 48 hours.

Relevant case study

Two deliveries. The first is named, so you can install it and check what it claims.

Ready to build your game?

Bring your GDD or concept. We'll scope the prototype, assess client and server requirements, and give you a realistic delivery plan.

Message received

We’ll review your enquiry and respond within one business day.

Further reading

What we have written about backends, engines, and what things cost.

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