Traverse Games / For publishers
Before you put us in front of a game team.
For central external-development and partnerships teams: when to call us, which engines we have worked in, how we price and how we handle security.
A specialist partner, not a full-service house
When game teams call us.
Rendering, GPU performance and platform engineering, from the renderer down to the driver. We do not provide art, QA or localisation.
A gate review
An independent read on rendering quality and frame cost before a milestone or vertical slice.
A frame-rate or memory push
Before content lock, or for a SKU that is lagging the others.
A new platform
Console ports, Linux, SteamOS and mobile, including platform services and certification.
A hardware feature you have not shipped
Ray tracing, upscaling, frame generation or a neural technique.
A bug below the engine
Issues that cross the engine, API and driver boundary, taken to AMD, Intel, Qualcomm, Arm or Samsung with your approval.
Engines
Which engines we have worked in, and when.
| Engine | What we did | When |
|---|---|---|
| Proprietary | Five years embedded on Embark Studios’ internal technology for THE FINALS and ARC Raiders. The collaboration | 2021 to 2026 |
| Unreal Engine | Engine-level work in customised branches, including Vulkan hardware ray tracing in Applied Intuition’s Linux Unreal fork. Unreal development | Traverse project |
| O3DE | Real-time hair-strand rendering research for a platform holder. The project | Traverse project |
| Frostbite | Our founder worked on the Frostbite renderer at DICE across Battlefield 3, Battlefield 4, Battlefield Hardline, Star Wars Battlefront, Mirror’s Edge Catalyst and Dragon Age: Inquisition. | Before 2019, founder |
Team and seniority.
We match engineers of the right seniority to the work, agree them in the scope, and rebalance within the team if the work shifts. Meet the team
Have a game team in mind?
Introduce us, or send us the brief and we will tell you whether we are the right fit.