// SEATTLE, USA - YOKOHAMA, JAPAN
Great games, for every player.







// WHAT WE DO
Expertise at every stage of development.




Co-Development
Embedded teams for engineering, design, art, and production.
Console & Mobile
Ports and releases across PlayStation, Xbox, Nintendo, iOS, Android.
Performance
CPU, GPU, and memory optimization. 120fps targets. Optimizations per platform.
Cross-Platform Multiplayer
Crossplay, matchmaking, lobbies, progression, online services.
Remasters & Remakes
Legacy games remastered or rebuilt for modern platforms, hardware, and players.
Live Operations
Ongoing engineering, updates, maintenance, and release support.
Production & Certification QA
QA, certification, submissions, and platform compliance.
// FEATURED WORK
Case studies.

Legacy of Kain: Defiance Remastered
We revived a codebase that had been dormant for more than 20 years. With the original tools and pipelines no longer available, we became code archaeologists, reconstructing how the game worked and building new tools to move legacy assets into modern editing software and back into the original engine.
From there, we built a new rendering system for HD assets, created a modern free camera, reconstructed environment geometry that had never been visible, and completely updated the UI, navigation, and maps. We also partnered with VO studios in Japan, Europe, and Brazil to add three new languages that had never existed in the original release.
VALORANT
The console effort began as a PlayEveryWare led project before we joined the larger Riot team to assist with development, optimization, and launch. We integrated native platform lobbies with Riot’s backend, supported cross-platform play, reworked the UI for gamepad input, and built systems that let designers tune, A/B test, and use editor tools while connected to live matches.
VALORANT uses a heavily customized Unreal renderer, and reaching its 120 FPS and 4K target required extensive optimization. We went deep into the engine to resolve issues with translucency, decals, stencil buffer clearing, and shader generation. Profiling also exposed hitches, like those from tracer and impact effects, which we addressed by replacing costly Unreal objects with lightweight, cache friendly systems.
On mobile, we reduced install size by analyzing asset dependencies and install chunks, integrated voice chat and interruption handling, implemented Oodle Network Compression with the encrypted network stack, and built telemetry around framerate, thermals, network conditions, and device health to validate optimizations during larger playtesting sessions.

VALORANT
The console effort began as a PlayEveryWare led project before we joined the larger Riot team to assist with development, optimization, and launch. We integrated native platform lobbies with Riot’s backend, supported cross-platform play, reworked the UI for gamepad input, and built systems that let designers tune, A/B test, and use editor tools while connected to live matches.
VALORANT uses a heavily customized Unreal renderer, and reaching its 120 FPS and 4K target required extensive optimization. We went deep into the engine to resolve issues with translucency, decals, stencil buffer clearing, and shader generation. Profiling also exposed hitches, like those from tracer and impact effects, which we addressed by replacing costly Unreal objects with lightweight, cache friendly systems.
On mobile, we reduced install size by analyzing asset dependencies and install chunks, integrated voice chat and interruption handling, implemented Oodle Network Compression with the encrypted network stack, and built telemetry around framerate, thermals, network conditions, and device health to validate optimizations during larger playtesting sessions.

EOS Plugin for Unity
Dispatch
Co-development alongside AdHoc Studio to bring their narrative adventure to console platforms - platform integration, optimization, and certification handled so the team could stay focused on the game itself.

Dispatch
Co-development alongside AdHoc Studio to bring their narrative adventure to console platforms - platform integration, optimization, and certification handled so the team could stay focused on the game itself.

Among Us
// THE ARCHIVE
50+ games. 70+ SKUs. And counting.


















Seattle and Yokohama studios


YOUR BRIDGE INTO JAPAN →
