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Unreal Engine development

Help for your Unreal team with performance, gameplay systems, engine changes and plugins, delivered in your branch and build pipeline.

C++ / Blueprints / Engine source

Focused support for your production team.

Tell us what needs to move

01 / Performance

Get the frame back within budget.

A render-thread spike, a streaming hitch or growing memory use can hold up a milestone. We work from Unreal Insights traces and GPU captures to identify the limiting work, then implement and measure the change in your project.

We investigate CPU/GPU scheduling, shaders, rendering passes, streaming and resource lifetime against your target hardware and visual requirements.

Our approach to performance work

02 / Gameplay

Build the systems behind the gameplay.

Give a gameplay workstream the engineering attention it needs. We implement C++ systems, expose useful interfaces to Blueprints, and work with your designers and gameplay leads to make the feature usable in production.

That includes the data flow, ownership and engine integration around the feature, with clear boundaries so your team can extend and maintain it.

03 / Engine development

Make the engine work for your game.

When the stock engine’s behaviour gets in the way, we can work in source. Custom rendering features, RHI and platform integration, streaming behaviour and changes to core systems are scoped against your branch and production needs.

We also help untangle existing modifications and plan engine upgrades. Changes should be reviewable, with their merge impact and ongoing maintenance cost understood by your team.

04 / Plugins & tools

Turn custom work into maintainable plugins.

We build runtime and editor plugins, integrate SDKs and external systems, and create tools that support your team’s workflow. The implementation includes module boundaries, configuration and the interfaces other teams will use.

We check how the plugin builds, cooks and packages on the agreed platforms. Where an engine patch is necessary, we make that dependency explicit and keep the integration easy to review.

Extra engineering capacity for the work that is holding you up

Your engine team may be balancing feature requests, performance targets, platform issues and an upgrade that keeps slipping. We can take on a focused investigation, own a defined feature or plugin, or work alongside your engineers on a wider engine task.

Start with your Unreal version, how your branch differs from upstream, the target platforms and the thing your team needs to move forward. We agree a concrete outcome and a way to review it before the work expands into the rest of the engine.

Built in your branch, reviewed by your team

Our engineers work in your Perforce streams or GitHub repositories, against your build infrastructure and through your review gates. Work is tracked in your Jira and discussed in your Slack. Your technical leads talk directly to the people writing the code.

You receive reviewable commits, runnable builds and the context needed to maintain the result. For performance work that includes repeatable captures; for gameplay, the agreed behaviour and designer-facing interfaces; for engine changes and plugins, the integration, platform and upgrade considerations.

Talk through the work your team needs or see how an engagement runs.

A few useful answers.

Do you work in engine source or only at the project level?

Both. We work on gameplay code, Blueprint interfaces, plugins and engine source. We choose the boundary that fits the feature, your production workflow and the maintenance cost your team can accept.

Can you take ownership of a gameplay feature or plugin?

Yes. We agree the behaviour, interfaces, target platforms and acceptance criteria with your technical and gameplay leads, then deliver the implementation through your source and build pipeline.

Can you take on a custom rendering feature in Unreal?

Yes. A render feature that is not in the engine (a different material representation, a custom pass, a neural component) is the kind of work our rendering engineers do. We prototype it in your project first.

Can you help with a frame-time or memory problem in an Unreal title?

Yes. We work from repeatable Unreal Insights and GPU captures toward an agreed budget, and deliver the changes in your build. See game performance optimisation for how that work is scoped.

Which engine versions do you work with?

We work with current Unreal Engine 5 releases and with customised engine branches. Tell us which version and how far your branch has diverged; that shapes the merge and upgrade discussion.

Can you work in our Perforce depot?

Yes. We work in your source control, your build infrastructure and your review process rather than running a parallel one.

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