Game Development

Build a game your team can ship, operate, and update.

We engineer the loop, the content pipeline, and the live services around it, so the first playable build is also a path to stores, patches, and measurable retention.

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Field ticket

01The work

Playable software with production pipelines, not a prototype that never leaves the editor.

Game projects stall when art, design, and engineering never share a pipeline, or when a vertical slice cannot be rebuilt by anyone except the original contractor. Codeaxes treats a game as a product: instrumentation on the loop, content that non-engineers can ship, and backends that can be patched without a full resubmit when possible. We work in Unity for most 2D and 3D product games, serious games, and interactive experiences, and we are explicit about scope. A store-ready mobile game, a training sim, and an Unreal cinematic are different delivery shapes, and we will say which one you are actually buying.

02Problems

What this service is for.

  1. 01

    A prototype exists in Unity, but scenes, assets, and code cannot be rebuilt by a second person.

  2. 02

    Content updates require an engineer, so live ops never happens.

  3. 03

    Multiplayer was bolted on late and cheats or desyncs appear under a handful of players.

  4. 04

    Store listings, age ratings, and platform SDKs were left to the week of submission.

  5. 05

    Performance is fine on the developer machine and unplayable on the target device tier.

  6. 06

    There is no telemetry on where players quit, so design arguments stay anecdotal.

03Capabilities

What we actually deliver.

Unity product engineering

Gameplay systems, scene architecture, and addressable content so the project stays loadable and reviewable as the team grows.

2D and 3D game loops

Core loop, progression, economy, and feel, scoped to the genre you are shipping rather than a feature list copied from a larger title.

Multiplayer and live services

Session, matchmaking, and authoritative server patterns where needed, with cheat and disconnect behavior designed, not hoped for.

Content and art pipeline

Import rules, naming, localization, and tooling so designers and artists can iterate without breaking builds.

Platform and store delivery

iOS, Android, Steam, or webGL targets with signing, age ratings, platform SDKs, and a patch story after launch.

Performance and live ops

Device-tier budgets, crash reporting, remote config, and event analytics tied to retention, not vanity session counts.

  • ▹ Playable vertical slice on target hardware with a documented content pipeline
  • ▹ Unity project structure, coding standards, and CI for player builds
  • ▹ Backend or BaaS integration for accounts, saves, or multiplayer if in scope
  • ▹ Store submission package and a first-patch process
  • ▹ Telemetry plan for funnel, economy, and crash visibility
  • ▹ Live-ops runbook: remote config, content drops, and incident contact

04Workflow

How this engagement runs.

  1. 01

    Loop and audience

    We lock the player fantasy, session length, platform, and what “fun enough to ship” means before production art spend accelerates.

  2. 02

    Vertical slice

    One complete loop on target devices, with placeholder-to-final art rules, so later production is multiplication, not invention.

  3. 03

    Production pipeline

    Systems, content tools, and CI so multiple people can submit without destroying the project file.

  4. 04

    Soft launch or closed test

    Performance, economy, and onboarding are measured with real players on representative hardware.

  5. 05

    Launch and operate

    Store release, crash triage, and a content calendar the team can actually staff.

05Fit

Industries and stack.

Industries

7 sectors

  • Media
  • Education
  • Ecommerce
  • Healthcare
  • SaaS
  • Fintech
  • Real estate

06Use cases

Where this shows up in production.

Mobile mid-core with live ops

A tight loop, remote config, and seasonal content drops without rebuilding the client for every event.

Training or serious game

A scored scenario for operators or students, with telemetry that learning and compliance teams can export.

Brand or product interactive

A web or mobile experience that has to feel like a game, with analytics tied to campaign or product goals, not only playtime.

Prototype to production rescue

An existing Unity prototype is restructured so new engineers can ship features and stores will accept the build.

  • A project layout more than one person can maintain
  • Content updates without a full engineering bottleneck
  • Performance budgets on the devices you actually target
  • Store and patch process treated as product work
  • Telemetry that informs design instead of decorating a dashboard

08FAQ

Questions about Games.

Do you build AAA console titles?

That is not our default engagement. We ship product games, serious games, and interactive experiences with a staffable pipeline. If the scope is a large Unreal cinematic production, we will say so and shape the team honestly.

Unity or Unreal?

Unity for most 2D, mobile, and productized 3D. Unreal when high-fidelity 3D or an existing Unreal codebase is the constraint. We pick from the target platform and the team who will own the project after we leave.

Can you work with our artists and designers?

Yes. We usually own engineering and pipeline, and we set import and review rules so art and design land in the build without a weekly merge crisis.

How do you handle multiplayer?

We decide early whether the game needs an authoritative server, peer networking, or async state. Multiplayer is a product and ops commitment, not a checkbox in week twelve.

What kinds of games do you build?

Product games, serious games, and interactive experiences with a pipeline more than one person can maintain. We are explicit when a request is actually a large cinematic Unreal production, that is a different shape of team.

Do you handle store submission for games?

Yes. Signing, ratings, platform SDKs, and a first-patch process are part of game delivery, not a surprise in the last week.

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