Worlds that hold a player for a thousand hours.
We take the parts most studios outsource and bring them in-house: netcode, frame budgets, and console certification. Because those are the three things that decide whether a beloved prototype ever becomes a shipped game.
- Titles shipped
- 38
- Platforms
- 9
- Frame budget
- Contractual
- Largest lobby
- 64 players
Shipped, on time, on three platforms at once.
The whole pipeline. Not just the fun parts.
Anyone can build a vertical slice. Shipping means certification, telemetry, live operations and a hotfix path that works at 2am on launch night.
Unity
Cross-platform production from mobile to console. URP and HDRP pipelines tuned per target, with addressables and build sizes treated as first-class design constraints.
- URP / HDRP
- Addressables
- DOTS
- Mobile-first
Unreal Engine 5
Photoreal worlds with Nanite and Lumen, budgeted against a locked frame time. C++ gameplay systems, not blueprint spaghetti that collapses at scale.
- Nanite
- Lumen
- C++ gameplay
- MetaHuman
Multiplayer & Netcode
Rollback, lockstep and server-authoritative architectures. We build for the 180ms player on hotel wifi, because they're the one who reviews you.
- Rollback
- Dedicated servers
- Anti-cheat
- Matchmaking
Console & Certification
PlayStation, Xbox and Nintendo Switch submission handled as an engineering track from day one — TRC/XR compliance is a schedule, not a surprise.
- PS5
- Xbox Series
- Switch
- TRC / XR
Steam & PC
Storefront integration, achievements, workshop, cloud saves and a launch-day patch pipeline that can ship a hotfix inside an hour.
- Steamworks
- Workshop
- Cloud saves
- Hotfix pipeline
WebGL & Instant Play
Browser-native games that load in under three seconds — playable demos that convert, without an install standing in the way.
- WebGL2
- WebGPU
- Instant play
- < 3s load
Board & Tabletop
Physical and hybrid design: rules systems, balance simulation and digital companions. We playtest with a spreadsheet before we open an editor.
- Rules design
- Balance sims
- Companion apps
- Print-ready
LiveOps & Economy
Seasons, events and a monetisation model that respects the player. Telemetry that answers why retention moved, not just that it did.
- Seasons
- Telemetry
- A/B infrastructure
- Economy design
A frame budget is a contract.
On Ashfall we inherited a 40ms frame and a launch window that required 16. We didn't call it optimisation — we made frame cost an acceptance criterion on every ticket. If your feature costs 0.4ms, somebody has to give 0.4ms back.
- 0ms
- Locked frame budget
- 0
- Players per lobby
- 0%
- Positive reviews
- 0 platforms
- Simultaneous launch
Ashfall · Kite Studios
1.2M players in the first fortnight