// CASE STUDY · ATONE · 2021–2026

Five years, every discipline, one game.

ATONE is the MMORPG GS Studio™ built — custom dedicated servers, 70 CCU per layer, UE5 IRIS, Nanite, and Mover running in a real game loop. Concept, character, level, animation, UI, VFX, and technical art — all built in-house. The portfolio and the proof of work for everything we offer.

Read the post-mortem in Journal →Read the technical post-mortem ↗
// 05 NUMBERS

Production stats. No rounding up.

The ATONE team built every discipline in-house over five years — which is the claim, in numbers, behind everything on the art and engineering pages. These are real production stats from a live MMO, not pitch-deck aspirations. Server tick cost down ~35% after the IRIS migration. Movement bandwidth down ~60% after the Mover delta codec. The 70-character anim scene fit in ~2.5 ms (was 8–10 ms) once we lifted pose evaluation onto compute shaders. The full breakdown is in the technical post-mortem.

Every frame, every bone, every particle — paid for in production, not in a pitch deck.
CCU
per layer
70CCU
Years in
production
5YRS
Disciplines
in-house
7TEAMS
Engine
stack
UE5IRIS

About this project:ATONE was developed by GS Studio™ for an external client across five years (2020–2026). The project is currently on hold pending the client's capital review. GS Studio™ handled every discipline — engineering, art, design, UI, VFX, animation, technical art — end-to-end. The technical work is described in detail in the technical post-mortem.

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