// SINGLE-PLAYER & CO-OP CO-DEV

We spent five years building one game. Now we help you build yours.

Co-development for character-driven action: combat feel, character tech, world density, and the frame time to carry them. Solo or co-op, the craft is the same and the budget is tighter. Embedded in your pipeline in 72 hours, shipping under your brand.

COMBAT FEEL
GAS + CUSTOM PREDICTORS
GPU SKINNING
BLENDSHAPE HAND RIGS
MOVER 2.0
NANITE-FIRST WORLDS
FRAME BUDGETS
CO-OP READY
CERTIFICATION & PORTS
VERTICAL SLICE DELIVERY
COMBAT FEEL
GAS + CUSTOM PREDICTORS
GPU SKINNING
BLENDSHAPE HAND RIGS
MOVER 2.0
NANITE-FIRST WORLDS
FRAME BUDGETS
CO-OP READY
CERTIFICATION & PORTS
VERTICAL SLICE DELIVERY

Four numbers we can show you the build for.

Anim tick, 70-character scene
down from 8-10ms, GPU skinning
2.5MS
Combat prototypes
the fourth went to production
4BUILT
Playable slice
build and video on request
~15MIN
First message
to pipeline
72HRS

Four surfaces, one team that owns them together.

01

Combat and gameplay systems

GAS, custom predictors, a feel bar that holds.

GASPredictionGame Feel
02

Character tech and animation

GPU skinning, blendshape hand rigs, Mover.

GPU SkinningRiggingMover 2.0
03

World and art production

Nanite-first, compact team, large-world volume.

NaniteEnvironmentsPipeline
04

Performance, ports and platforms

Frame budgets, certification, co-op ready.

Frame BudgetCertificationCo-Op
// 03 PROOF OF WORK - ATONE

Five years on one game. Proven under harder rules than single-player.

ATONE is the UE5 action-adventure we built from scratch: concept, combat, world, tools and backend, all in-house. Feel-first melee designed to a single-player bar, then hardened beyond it. Playable slice, video, and 12-page post-mortem on request.

Every problem a partner studio brings us, we've probably hit a version of it ourselves.
UE5NaniteMover 2.0Souls-adjacent

See the ATONE case study →

Anim tick
70-character scene
2.5MS
Years in
production
5YRS
Combat
prototypes
4BUILT
Playable
slice
~15MIN
Studio
established
2011CY
Pipeline
integration
72HOURS

Four ways in: dedicated squad, embedded, milestone, vertical slice. All start in 72 hours.

// MODEL ASINGLE-PLAYER & CO-OP

Dedicated squad

A named team (engineers, animators, artists as needed) carries a slice of your roadmap and reports to your producers. Scales up or down as the plan moves.

// Fit
  • Best fit: a long arc where you need capacity that behaves like your own team.
// MODEL BSINGLE-PLAYER & CO-OP

Embedded individuals

Senior specialists drop into your existing team, your repo, your standups, your review standards. No parallel org, no black-box delivery.

// Fit
  • Best fit: a specific gap (combat, character tech, perf) inside a team that already works.
// MODEL CSINGLE-PLAYER & CO-OP

Milestone delivery

We own a discrete feature or system end-to-end against agreed acceptance criteria and milestone gates. You review the result, not the timesheet.

// Fit
  • Best fit: a bounded system you would rather hand over than staff for.
// MODEL DSINGLE-PLAYER & CO-OP

Vertical slice

Concept to playable in one team: combat, character, world, and the frame time to carry them. The shape of work we ran on ATONE for five years.

// Fit
  • Best fit: proving the game to a publisher, a green-light board, or yourselves.

Two productized entry paths into the work above. Fixed-fee, senior-led.

// START

Tell us what you're building.

Send the pillar you're worried about: the combat that doesn't land, the character budget that won't close, the world you can't staff. We'll come back with a concrete read and a proposal, not a sales deck.

Send your build
60 developers · est. 2011 · Limassol, Cyprus · leads shipped on Hitman, Quantum Break, S.T.A.L.K.E.R., Fable II & III, Detroit: Become Human (initial tech demo).