Games, built as live services rather than as shipped products.
Core loop, netcode and economy engineered together, because a game that launches is a game that starts, and everything that decides whether it survives happens after that. We build for studios and we publish our own titles, which means we run these decisions on our own money as well as yours.
Custom programme - scoped and quoted in writing
No off-the-shelf track in this sector
There is no ready-made track in this sector, so every engagement is a custom programme, scoped and quoted in writing before anything starts. Custom builds elsewhere on this site run two to eight weeks; work at this scale is quoted beyond that. Every figure on this page is defined on our facts page.
What a game build actually contains
The sequence below is where games are won or lost. Unlike most sectors on this site, none of it starts from a shipped product, and the page is written accordingly.
The most expensive misunderstanding in this sector is treating launch as the finish line. A game that ships is a game that begins: the retention curve, the economy balance and the content cadence all start on day one and all decide whether the thing survives its first quarter. Studios that budget for a build and not for a year of operation produce games that work and then quietly stop being played.
There is no shortcut track here. What varies is scope and platform, and both are settled in the first phase rather than assumed.
Concept, engine and platform targets
Engine choice is a real decision rather than a preference, and it is largely settled by what you are building. Unity suits mobile, mid-scale and rapid iteration, with a larger pool of developers and a lighter footprint. Unreal suits high-fidelity visuals and larger worlds, at the cost of a heavier pipeline and a narrower hiring market.
Platform targets constrain everything downstream. Mobile means device fragmentation, thermal limits and store rules. Console means certification cycles measured in weeks and a submission process that will reject you for things unrelated to your game. Deciding to add a platform later is significantly more expensive than deciding now.
The output is a technical direction with the engine chosen for stated reasons, target hardware named, and the certification calendar understood before anything is scheduled around it.
The core loop, playable early
The single most useful thing a game project can produce early is a loop somebody can play. Not a vertical slice with final art, not a design document, but the thirty seconds a player repeats and either enjoys or does not. Everything else is decoration on top of that judgement.
This phase exists to find out whether the loop is fun while changing it is still cheap. Studios that defer playability until art is finished discover their loop problems at the point where fixing them means discarding work.
Feel is engineering rather than design polish: input latency, animation responsiveness and camera behaviour are what separate a game that feels good from one that reads well on paper.
Netcode, and the assumption that the client lies
Any game where players compete for something of value will be attacked, and the only defence that holds is architectural: the server decides, the client displays. A client that reports its own score, position or inventory is a client that will eventually report whatever its owner wants it to.
Authoritative servers cost latency, which is the tension in this phase. Prediction and reconciliation hide that latency from the player while keeping the server as the source of truth, and getting the balance right is most of the engineering in a competitive game.
Matchmaking, session management and reconnection belong here too. A player disconnected mid-match who cannot rejoin has lost more than a match, and in competitive play that determines whether they return at all.
Economy, monetization and where regulation starts
A virtual economy is a real economy with rules you set, and the same failure modes apply: inflation from unchecked currency generation, dead sinks, and secondary trading you did not intend. Economy design needs modelling before launch and monitoring afterwards, because a broken economy is difficult to repair without damaging the players who invested in it.
Monetization is where legal exposure appears. Randomized paid rewards are regulated or banned in a growing list of jurisdictions, several require disclosed probabilities, and treatment differs sharply where minors can spend. This is a compliance question that belongs in design rather than a disclosure added before submission.
Real-money gaming is a different category entirely, with licensing, age verification, responsible-play obligations and payment arrangements that resemble financial services more than games. If that is your model, say so in the first call.
Content pipeline and live operations
The pipeline is what determines whether your team can ship content weekly without an engineer in the loop. Designers adding levels, items and events through tooling rather than through code is the difference between a live game and a game that receives occasional patches.
Remote configuration matters as much. Tuning values, enabling events and adjusting drop rates without a store submission is essential, because store review time means a balance problem discovered on Friday cannot wait for approval.
Telemetry is the other half: knowing which level players quit at, which item nobody buys and where the difficulty spike sits is what makes live operation a decision rather than a guess.
Certification, store submission and player safety
Store and console certification will reject a game for reasons unrelated to whether it is any good: metadata, age rating, accessibility declarations, crash rates on specific hardware, and handling of interrupted purchases. Building against those requirements from the start is far cheaper than discovering them at submission.
Player safety is part of this rather than adjacent to it. If your game has chat, it needs moderation, reporting and blocking, and if minors can play, the standard is higher: default-restricted communication and no unlogged private channels between adults and children.
Launch and the first live period
Soft launch in a limited market with real players and real spending, because retention and monetization behaviour cannot be predicted from testing. The numbers from a soft launch decide whether the game is ready to scale or needs another cycle, and that decision is cheaper made before marketing spend.
Day two here is the live period: the first event, the first balance change, the first exploit found by players who are better at finding them than any test team. Sixty days of dedicated support, six months of priority bug resolution, twelve months of updates.
Want any of these phases costed against your concept and platform targets?
Book a technical callWhy the server decides and the client only draws
Every game where something of value can be won will be attacked, usually within days. The defence is not obfuscation or detection, it is deciding at the outset which machine is allowed to be right.
Prediction is what makes authority tolerable. The client shows the result immediately and corrects if the server disagrees, so the player gets responsiveness without the game trusting their machine. Building it the other way and adding anti-cheat later is close to a rewrite of the game loop.
Why the economy needs sinks before it needs sources
Every game economy starts by giving players currency, because rewarding people is the easy half. The half that gets deferred is removing it again, and an economy with generous sources and weak sinks inflates in exactly the way a real one does: prices rise, early rewards become meaningless, and new players arrive into a world where the currency they earn buys nothing.
Sinks are the design problem rather than the engineering one, but the platform has to make them measurable. Knowing how much currency enters the world per day, how much leaves, and where it accumulates is what turns economy management into a decision. Without that instrumentation the first sign of trouble is usually a player forum explaining the problem to you.
Want your netcode or economy model reviewed before it is built?
Talk to an engineerEight operators, eight different programmes
"Games" is not one buyer. The regulatory position, the technical demand and the definition of success change completely between them.
Mobile free-to-play
Retention and monetization decide everything, device fragmentation constrains the technical ceiling, and the economy is the product as much as the gameplay is.
Custom programme
Premium and console
Paid once, judged on finish quality, and gated by certification cycles measured in weeks. The business risk concentrates entirely at launch rather than spreading across a live period.
Custom programme
Real-money gaming
Licensing, age verification, responsible-play obligations and payment arrangements closer to financial services than to games. A different regulatory universe, and one to declare in the first call.
Custom programme
Competitive multiplayer
Authoritative servers, matchmaking quality and anti-cheat as continuous operations rather than features. Latency tolerance sets the architecture and the hosting footprint.
Custom programme
Social and casual
Broad audiences, short sessions and social mechanics driving acquisition. Technically lighter, and unforgiving about friction anywhere in the first minute.
Custom programme
AR and location-based
The physical world as the play space, with location accuracy, safety considerations and a battery budget that constrains what the game can do.
Custom programme
Virtual worlds
Persistent shared spaces with user-created content, which brings moderation, storage and an economy that behaves like a marketplace rather than a game loop.
Custom programme
Simulation and training
Games built to teach or assess rather than to entertain, where the buyer is an organization and success is measured by transfer to real performance.
Custom programme
None of the eight starts from an off-the-shelf product, because games are built rather than adapted. What we bring is engine engineering, multiplayer architecture and the live-operations capability below, applied to client titles and to our own.
Not sure which of these you are, or you sit across two of them?
Book a scoping callHow the work actually runs
Six stages. Unlike every product-backed sector on this site, there is no second track, so the stages describe the only path there is.
Scoping against platform, audience and money model
We start from where it will be played, who is playing, and how it earns, because those three decide the engine, the architecture and the regulatory position before any creative preference does. A free-to-play mobile title and a real-money game share almost no assumptions beyond the word game.
Architecture around authority and iteration
Server authority is decided here rather than discovered later, because retrofitting it is close to a rewrite of the game loop. Alongside it, the content pipeline is designed so designers can add and tune without an engineer, since that is what determines whether the game can be operated after launch.
Build against real player conditions
Games fail on conditions test environments rarely reproduce: a mid-range device three years old, a mobile connection that drops for eight seconds, a player who force-quits during a purchase, and another who is actively trying to break the economy. All of that is in the test profile, because the alternative is meeting it on launch day.
Scope varies by platformCompliance, safety and security validation
Age rating, probability disclosure where randomized rewards are sold, spending controls where minors can play, and chat moderation where players can talk. Our work arrives with a VAPT and compliance document, so external review starts from a documented baseline.
Soft launch and economy tuning
A limited market with real players and real spending, watched for retention shape and economy behaviour. This is where the numbers decide whether to scale or to iterate again, and that decision is far cheaper before marketing spend than after it.
Launch and the first live period
Store submission with certification time built into the schedule, then the live period: first event, first balance change, first exploit. Sixty days of dedicated support, six months of priority bug resolution, twelve months of updates.
Want this sequence mapped against your concept and launch window?
Book a technical callWhat we bring to this sector
There is no shipped game here, so this section replaces the product catalogue you will find on our other industry pages. These are the practices this work draws on, each one we staff rather than a capability we claim.
There is no clone catalogue here because games are not adapted from a template the way a marketplace can be. What exists instead is a practice that both builds for studios and publishes its own titles, which matters more than it sounds: the decisions on this page about authority, economy design and live operations are ones we carry on our own releases, not only on client work.
Game development
Core loop, gameplay systems, tooling and the live-operations infrastructure that keeps a game running after launch rather than merely shipping it.
Unity 3D
Mobile, mid-scale and rapid-iteration work, with the broader developer pool and lighter footprint that suits most free-to-play and casual titles.
Unreal Engine
High-fidelity visuals and larger worlds, where the heavier pipeline is justified by what is being rendered and the hiring market is narrower but deeper.
AR development
Location and camera-based play in the physical world, with the accuracy, safety and battery constraints that come with leaving the screen.
VR development
Immersive experiences where comfort and frame stability are correctness requirements rather than quality settings, because failing them makes people ill.
Metaverse and virtual worlds
Persistent shared spaces with user-created content, where moderation and economy behave like a marketplace rather than a game loop.
Want to know which of these your title actually needs?
Book a scoping callRandomized paid rewards are a legal question before a design one
Selling a chance rather than an item is regulated differently across markets, banned in some, and treated far more strictly wherever minors can spend. This belongs in design, not in a disclosure added before submission.
We will build any of these, and we will tell you which markets a given model closes off. What we will not do is design an economy around randomized purchases for an audience that includes children without raising it first, because that is a conversation better had at concept than at certification.
Want your monetization model checked against the markets you intend to launch in?
Talk to an engineerWhat a custom programme covers
Since there is no product to adapt here, this is the full scope rather than the exceptions. These are the capabilities a game programme typically includes.
Gameplay and engine work
Core loop, systems and feel in Unity or Unreal, with the input latency and responsiveness that separate a game that plays well from one that reads well.
Unity 3DMultiplayer architecture
Authoritative servers, prediction and reconciliation, matchmaking and reconnection, built so the client is treated as untrusted from the first commit.
Game developmentEconomy design and instrumentation
Sources, sinks and the daily measurement of currency entering, leaving and accumulating, so economy management is a decision rather than a reaction to a forum post.
Data engineeringLive operations tooling
Designer-facing content pipelines, remote configuration and event scheduling, so the game can be tuned and extended without a store submission each time.
Game developmentAnti-cheat and integrity
Server-side validation, anomaly detection and the operational process behind them, since integrity is a continuous activity rather than a feature that ships once.
Game developmentImmersive and location-based
AR, VR and persistent shared worlds, where comfort, safety and battery constraints are correctness requirements rather than quality settings.
VR developmentNeed something this list does not cover?
Ask about custom workWhat we built, and what it delivered
Three programmes in this sector, described by what was actually built rather than by a metric we cannot show you the working for.
Competitive
Authoritative multiplayer with prediction
Server-side simulation with client prediction and reconciliation, matchmaking by skill and latency, and reconnection that returned players to a match in progress.
Live operations
Designer-driven content pipeline
Levels, items and events authored without engineering involvement, with remote configuration so balance changes did not wait on store review.
Immersive
Location-based AR experience
Camera and location play with accuracy handling, safety constraints on where play was permitted, and a battery budget that shaped the session length.
We describe these by scope rather than by outcome metrics, because the numbers that matter to you are your own and we would rather model them with you than quote someone else's.
Want to speak to a reference building something comparable?
Request a referenceWritten on this sector
Longer pieces on the problems above, written by the engineers who run these programmes.
Why anti-cheat starts with server authority, not detection
EconomySinks before sources, and the numbers to watch daily
Live opsShipping content without an engineer in the loop
ComplianceRandomized rewards, disclosure and where minors change everything
If a question here is not covered, the fastest route to an answer is a call with the engineer who would run your programme.
Want these as a briefing pack for your studio leadership?
Request the packWe built the whole thing client-authoritative because it was faster. The leaderboard was meaningless in four days and fixing it meant rewriting the loop.
The failure pattern this page is built around
That gap is the whole reason this page exists. Forty client testimonials sit on the site with names, titles and companies attached, and none of them are invented.
Questions studios actually ask
The ones that come up in the first call, answered as we would answer them there.
Do you publish your own games?
Yes, alongside client work, with more in build. It matters for a reason beyond credentials: the positions this page takes on server authority, economy design and live operations are ones we carry on our own releases, so they are opinions formed by operating games rather than only by building them.
Do we own the source code?
Yes, in full. No revenue share, no engine licence through us, no runtime dependency on our infrastructure.
Unity or Unreal?
Unity for mobile, mid-scale and fast iteration, with a broader hiring pool. Unreal for high-fidelity visuals and larger worlds. We recommend against choosing on preference, because the wrong choice is expensive to reverse mid-project.
How do you stop cheating?
By making the server authoritative from the first commit. Detection and obfuscation help at the margin; architecture is what actually holds, and adding it later is close to rewriting the game loop.
Can our designers add content without engineers?
That is a design goal rather than a nice-to-have, because a game that needs an engineer to ship an event will not be operated as a live service for long.
Do you handle store and console certification?
We build against those requirements from the start and support submission. Certification runs on the platform holder's calendar, so schedules assume it will take time rather than assuming first-time approval.
What about loot boxes?
We will build randomized rewards and tell you which markets that closes off, with probability disclosure where required. We will raise it early if minors can spend, because that changes the position significantly.
Can you build real-money gaming?
Yes, and it is a different regulatory universe: licensing, age verification, responsible-play obligations and payment arrangements closer to financial services. Declare it in the first call, because it changes the whole programme.
How long until we can play something?
A playable core loop in grey-box form within the first eight to ten weeks. Finding out whether the loop is fun while changing it is still cheap is the main purpose of that phase.
Do you do live operations after launch?
Yes, and we would encourage budgeting for it. Sixty days of dedicated support, six months of priority bug resolution and twelve months of updates, with longer arrangements available where a live title needs them.
What if the soft launch numbers are bad?
Then we say so and help you decide whether to iterate or stop. That decision is far cheaper before marketing spend, which is the entire reason for a soft launch.
What if we are not ready to build yet?
We will say so. If the core loop is not defined, engineering will make those decisions by default and they will be the wrong ones, so it is better to prototype the idea than to specify a game around it.
Question not answered here?
Ask us directlyTell us what you are building.
Bring the concept and the platform. We will tell you honestly what it takes - including when the answer is prototype before programme.
A first call takes about thirty minutes and covers four things
The core loop
What a player does repeatedly, and why they would do it again.
Platform targets
Mobile, console or both, which sets engine and certification.
How it earns
And whether that model is permitted in your intended markets.
Who plays
Particularly whether minors can spend, which changes everything.
Those four answers are usually enough for us to tell you what a first build would cover, roughly what it costs, and which regulatory position your money model puts you in. If the honest answer is that the loop needs prototyping before a programme is worth scoping, we will say that instead of quoting a game nobody has played yet.