Game development studio
We plug into your project and ship it.
An extension of your team — engineering, art, porting, and the last stretch that decides whether a game makes its date.
What we doServices
What we take on.
Bring us a whole project or a single discipline. We slot into your pipeline rather than asking you to rebuild around ours.
Co-development
An embedded team inside your project — your repo, your backlog, your stand-ups. Capacity without a handover.
Game engineering
Gameplay systems, tools, UI and netcode, plus the performance work that keeps a build in frame budget on the weakest device you support.
Art & animation
Characters, environments, VFX and technical art, produced to your style guide and delivered engine-ready.
Porting & release
Console and platform builds taken through certification, with the store pages and launch plumbing nobody scoped for.
Prototyping
Short builds that answer one question — is it fun, will it run, will it pitch. Playable in weeks, not quarters.
Live operations
Post-launch content, patch cycles and triage that keep a shipped game healthy while your team starts the next one.
Method
Three stages, in this order, every time.
Scope
We play what you have and read the code before quoting. You get a written scope with the risks named, not a number in an email.
Build
Your tools, your branch strategy, your review process. A playable build every week and one named lead you can always reach.
Hand over
Documented, commented and walked through with your team, so the work keeps moving after we step off.
Studio
Built to join, not to take over.
Most outsourcing goes wrong at the seam. Work arrives in a shape the receiving team has to unpick, and the time saved gets spent twice.
We're set up to avoid that. We work inside your repository and your process, on the cadence you already run. Designers here write code and engineers sit in playtests, so the people doing the work are the people you talk to.
We stay deliberately selective about how many projects run at once. It keeps the same faces on your build from scope through hand-over.
Co-development
An embedded team alongside yours, working your backlog on your cadence.
Project-based
A defined scope with fixed deliverables and a date.
Retained capacity
A reserved block of studio time, month to month, for work you can't schedule in advance.
Contact
Tell us what you're building.
Send the build, the repo, or three sentences and a deadline.
dev@theplaynexus.com