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Game development

We build games and interactive applications in Unity and Unreal — mobile and PC titles, and the growing category of business software that is built on a game engine because nothing else renders it well.

Much of this work is not entertainment. Training simulations, equipment walkthroughs, industrial and architectural visualisation and digital twins all need real-time 3D, physics and an asset pipeline, which is precisely what game engines are for. That work carries a clearer commercial justification than a speculative title, and we take on more of it than we do games.

Where the project is a game, we are honest about scale. We are a contract studio, not a publisher, and we do not employ a hundred artists. We deliver well-made mobile and PC titles, and we take on defined pieces of larger projects — a system, a toolchain, a port — for studios that need capacity. A pitch for a console flagship belongs with a studio built for it, and we will say so rather than take the deposit.

Monetisation is a design decision with legal consequences in Australia. Paid random rewards attract classification and consumer law attention, and titles carrying them now face a minimum M rating. We will build what you ask for, but you will hear the implications while it can still be designed differently, not after a classification decision.

What is included

Scope and vertical slice

A playable slice of the core loop early, so the design is judged by playing it rather than by reading a document about it.

Engine development

Unity or Unreal, chosen for the project rather than by habit, with the reasoning written down.

Art pipeline and integration

Asset pipeline, optimisation and integration. We coordinate with your artists or contract them; we are engineers first and say so.

Performance work

Frame time budgets set per target device and measured against them, because a game that misses its budget on the hardware people actually own has failed regardless of how it looks in a trailer.

Store submission

Builds prepared and submitted to the App Store, Google Play or Steam under your own developer accounts, with store requirements handled.

How it is delivered

  • A playable vertical slice before full production, so the core loop is proven while changing it is still cheap.
  • Frame time budgets are set per target device and measured, never assumed.
  • Source, project files and assets live in your repository from the first commit.
  • Monetisation and content decisions carrying classification consequences are raised at design time, in writing.

What you receive

  • Playable vertical slice
  • Complete source and project files in your repository
  • Builds for the agreed platforms, with reproducible build instructions
  • Performance report against the agreed per-device budgets
  • Store submission packages under your own developer accounts

What is not included

Stated plainly, because unstated exclusions are where disputes begin.

  • Publishing, marketing, community management and user acquisition
  • Console certification for PlayStation, Xbox and Nintendo. These require platform licences held by the developer; we can build to their requirements and support submission, but we do not hold them on your behalf
  • Original music, voice acting and large-scale original art, which we coordinate with specialists rather than produce
  • Round-the-clock live operations cover, unless contracted separately as a managed service
  • Classification submissions, and the outcome of any classification decision

Common questions

Do you build AAA console titles?

No, and we will tell you so early. We are a contract studio. We build mobile and PC titles well, and we deliver defined components and tooling for larger studios. A console flagship needs a team an order of magnitude larger than ours.

Is simulation work really the same skill set?

Largely, yes. Real-time rendering, physics, asset pipelines and performance budgets are the same problems whether the output is a game or a training simulation, which is why game engines have become standard for industrial visualisation.

Who owns the code and the assets?

You do, from the first commit. Everything is developed in your repository under your accounts. Any third-party engine or middleware licensing is identified in the scope before work starts.