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Game Development

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
PlayStation 5Xbox Series X|SNintendo SwitchSteamEpic GamesiOSAndroidMeta QuestWebGL
Capabilities

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
Engineering

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