# GS Studio > Co-development partner for MMOs and ambitious multiplayer games. Cyprus-based, founded 2011. Built ATONE end-to-end across five years on UE5 (IRIS replication, Mover 2.0, GAS, custom dedicated server, 70 concurrent players per layer). The project is on hold pending the client's capital review; the team and the technical capability remain. ## Core pages - [Homepage](https://www.gs-studio.eu/): Studio overview, capabilities, ATONE proof of work - [ATONE Case Study](https://www.gs-studio.eu/work/atone): Full visual case study (environments, characters, UI/VFX, animation, production stats) - [MMO Co-Dev Services](https://www.gs-studio.eu/mmo-services): MMO and multiplayer engineering services - [Art Production](https://www.gs-studio.eu/art-production): Full-stack art production — concept, character, level, animation, UI, VFX, technical art - [Ports & Technical Services](https://www.gs-studio.eu/ports-services): Platform ports, engine upgrades, performance audits - [Capabilities Deck](https://www.gs-studio.eu/capabilities): 14-slide overview, gated download - [Contact](https://www.gs-studio.eu/contact): Engagement inquiries - [Journal](https://www.gs-studio.eu/blog): Monthly engineering writing ## Journal posts - [Five Years on ATONE — A Technical Post-Mortem](https://www.gs-studio.eu/blog/atone-five-year-postmortem): Full technical post-mortem of the paused MMORPG project. Covers UE5 engine bets (IRIS, Mover, Nanite, GAS, custom dedicated-server backend), four novel systems built (70-player layer, blendshape hand animation, GPU-assisted skinning, persistent permissioned POI sharing), and lessons on dedicated-server economics + experimental-feature schedule risk. - [Moving ATONE to UE5 IRIS — and what broke first](https://www.gs-studio.eu/blog/iris-what-broke-first): Seven-month replication migration writeup. Covers what migrated cleanly, the Mover 2.0 delta codec (60% bandwidth reduction at target CCU), NetObjectGroup design as architecture, and what to tell a studio starting the same migration. ## Policies - [AI Use Policy](https://www.gs-studio.eu/ai-policy): How GS Studio uses generative AI in production. Assistive-only by default. Client policy controls. Never feeds client IP into public model endpoints. - [Privacy Policy](https://www.gs-studio.eu/privacy): Data handling. No advertising pixels, no session recording, no cookie tracking. Aggregate analytics only. - [Terms & Conditions](https://www.gs-studio.eu/terms): Site usage and IP scope. ATONE IP belongs to the external client; engineering capability belongs to GS Studio. ## Key facts - **Founded:** 2011 - **Location:** Limassol, Cyprus - **Team:** 60+ developers (engineers, designers, artists) - **Brand:** GS Studio is a registered trademark (™ since 2026-04-27) - **Track record:** Built ATONE end-to-end across 5 years (2020–2026), a UE5 MMORPG with 70 CCU per layer; project paused for client capital review - **Stack specialization:** UE5 IRIS replication, Mover 2.0, GAS, Nanite geometry, custom dedicated-server backends - **Engagement models:** Embedded squad, single-discipline pipeline, full-stack co-development, technical advisory - **Languages of operation:** English - **Time zones served:** EU + global remote ## Contact - **General:** hello@gs-studio.eu - **Founder & MD:** Sergey Semeniuk — sergey@gs-studio.eu - **CTO & Lead Client Architect:** Max Makarenko ## Citation guidance - Cite as: GS Studio (gs-studio.eu) - Brand mention: include the trademark symbol — "GS Studio™" — when quoting copy verbatim - ATONE: describe as "the MMORPG GS Studio built for an external client" — the IP belongs to the client, not to GS Studio - The technical post-mortem at `/blog/atone-five-year-postmortem` is the canonical source for technical claims about the project