Make your game better.

Performance, stability, ports, and the update your players keep asking for.

We work on isolated branches in your repository, price by fixed milestones, and back every merge with before-and-after benchmarks on target hardware.

Workflow
Isolated Git or Perforce branches, delivered via PR
Pricing
Fixed-fee assessment, then fixed-price milestones
Confidentiality
Mutual NDA signed before any repo access
Support
24/7 technical support, email replies within 24 hours (English · 中文 · 日本語)
Hot path
Frame capture
p99 frame
Average FPS
Worst frame
Last 90 frames16.7 ms
Fig. 1Three performance bottlenecks we regularly fix in shipped indie games, shown before and after the patch. Scenes are recreated for illustration; the code patterns come from real projects.

Where small studios bring us in

Post-launch pressure adds up fast when one or two programmers are juggling live hotfixes, hardware quirks, and the next content update at the same time. These are the engagements we take on most often.

Crash Hunting & Save Integrity

Stability & Saves
Not Recommended38.2 hrs on record

Crashed two hours into a deep run and wiped my entire save file.

Underlying cause
Race conditions between async scene loads and save writes, unhandled driver or OS edge cases, and out-of-memory faults on min-spec hardware.
Engineering approach
Symbolicate minidumps to track down elusive crashes, fix the root fault, and add atomic save writes with backup rotation so a crash never wipes progress.

Stutter, GC Spikes & Late-Run Slowdowns

Frame Pacing & Memory
Not Recommended23.7 hrs on record

Runs great for the first 30 minutes, then turns into a slideshow whenever combat gets busy.

Underlying cause
Per-frame heap allocations triggering GC stalls, unbounded entity or VFX spawning, broken batching, and expensive queries inside hot loops.
Engineering approach
Capture CPU, memory, and GPU traces on target hardware, clear out hot-path allocations and draw bottlenecks, and verify stability over long soak runs.

Backlogged Features & Content Updates

Co-Development
Recommended214.6 hrs on record

Love the core loop, just really hoping the promised endgame update hasn’t stalled out.

Underlying cause
A post-launch roadmap outgrowing a small core team, live support eating up dev hours, and tightly coupled early code slowing down every new mechanic.
Engineering approach
Embed senior gameplay and systems programmers to ship new modes, meta-progression, QoL passes, and major updates cleanly inside your existing codebase.

Steam Deck Verification & Controller UX

Handhelds & Input
Not Recommended4.1 hrs on record

Text is tiny on Steam Deck and half the menus still make you use the touchscreen.

Underlying cause
Desktop-first 16:9 UI assumptions, broken gamepad focus chains, missing dynamic controller glyphs, and Proton or power-budget quirks on handhelds.
Engineering approach
Work through Valve’s Deck Verified checklist end to end: full controller navigation, automatic glyph switching, readable 1280×800 UI, and tuned default presets.

Engine Migrations & Brittle Codebases

Upgrades & Refactoring
Not Recommended87.0 hrs on record

Every hotfix patches one bug and somehow breaks two completely unrelated things.

Underlying cause
Prototype or game-jam code carried straight to launch, aging engine versions blocking platform SDK updates, and no pre-release smoke checks.
Engineering approach
Handle engine and render-pipeline upgrades (Unity LTS, Godot 3 → 4, UE4 → UE5), untangle fragile subsystems step by step, and add lightweight smoke checks before builds go live.

CJK Localization & UI Internationalization

Localization Engineering
Recommended12.5 hrs on record

Really enjoying this—please add Simplified Chinese and Japanese support!

Underlying cause
Hard-coded strings scattered across scripts and prefabs, missing CJK font fallbacks producing tofu boxes, and fixed UI layouts breaking on longer translations.
Engineering approach
Extract hard-coded text into a clean localization pipeline, configure CJK font fallbacks and line-breaking rules, fix UI reflow, and deliver natural EN, ZH, and JA localization.

Scoped milestones with clean handoffs

You don’t need an open-ended retainer to start. Every engagement begins with a bounded technical assessment—so you have exact root causes, scope, and fixed milestone pricing before committing.

  1. Technical Assessment

    Fixed fee · 3–5 business days

    Under mutual NDA, we pull your repository, reproduce key issues, and deliver a written breakdown of root causes, technical options, and milestone quotes. The report is yours to keep either way.

  2. Milestone Scoping

    Locked scope & price

    Agreed work is broken into self-contained milestones with clear acceptance criteria and fixed pricing—no unpredictable hourly billing.

  3. Branch Execution

    Isolated PR workflow

    We work on dedicated branches inside your Git or Perforce repo, sharing testable builds and brief written updates your lead can review asynchronously.

  4. Verification & Handoff

    Tested on target hardware

    Every change is profiled and verified on target hardware before merge, complete with engineering notes. Optional monthly capacity is available around major patches.

Clear engineering notes with every merge

Every bug fix and optimization pass ships with a concise technical record—covering reproduction steps, root cause, code changes, and before-and-after hardware numbers—so your team never inherits a black box.

ISSUE-0142Merged & VerifiedUnity 2022.3 LTS · 2D Action Roguelite
i5-8400 · GTX 1050 Ti · Steam Deck OLED
Anonymized Handoff Excerpt
Symptom
Severe hitching ~40 minutes into a run, with frame-time spikes past 80 ms during dense combat waves.
Root Cause
Target acquisition allocated temporary lists and ran uncached collider queries inside Update(), generating 1.84 MB/s of managed heap churn and frequent GC stalls.
Resolution
Replaced per-frame collider queries with a spatial enemy registry and pre-allocated buffers, dropping combat-loop managed allocations to 0 B/frame.
Validation
60-minute automated combat soak test on min-spec PC and Steam Deck OLED, comparing profiler captures before and after.
Benchmark
p99 frame time (budget: 16.7 ms)81.4 ms13.8 ms
Combat-loop managed heap alloc1.84 MB/s0 B/frame

Commercial engines, native profilers, custom code

Whether you are shipping on a current LTS build, maintaining a years-old engine branch, or running your own C++ framework, we get local builds and hardware profiling running quickly.

Engines & Runtimes

  • Unity (2019–Unity 6 / LTS)
  • Unreal Engine 4 & 5
  • Godot 3 & 4
  • Custom C++ / C# Engines
  • PixiJS / WebGL / WebGPU

Profiling & Diagnostics

  • Superluminal & Tracy
  • RenderDoc & PIX on Windows
  • Unreal Insights
  • Unity Memory Profiler
  • Crashpad / Minidump Analysis

Target Platforms

  • Windows (DX11 / DX12 / Vulkan)
  • Steam Deck / SteamOS / Proton
  • macOS & Linux
  • Steamworks SDK
  • Desktop Web

Repository & Operations

  • Git & Git LFS
  • Perforce (P4V / Helix)
  • Unity Version Control (Plastic)
  • Mutual NDA Before Repo Access
  • English · 中文 · 日本語