Studio atmosphere — the floor at the forge.
SCN.01 // THE THRESHOLD // ABOUT

This is
the forge.

A BixiSoft game studio in Multan — fifteen years of building worlds worth returning to.

SCN.02 // THE LONG SHOT

Fifteen years,
by the year.

TIMELINE // 11 MILESTONES
2011
First Light

Five engineers in a borrowed room above a printing press.

FOUNDED
2013
First Ship

A mobile puzzle title for a Tokyo publisher. 4M downloads in year one.

FIRST RELEASE
2014
First Multiplayer

Custom netcode shipped on a real-time strategy title. 60Hz at 32 players.

MILESTONE
2016
First Console

Co-development on a PS4 narrative title. Cert pass first try.

CONSOLE DEBUT
2018
50th Ship

Fiftieth shipped title. We stopped counting projects and started counting years.

50TH SHIP
2019
The Relocation

Moved into a purpose-built facility in Multan. Writing rooms, mocap stage, build farm.

STUDIO RELOCATION
2021
UE5 Day One

Among the first studios shipping production work in Unreal 5. Nanite from launch.

TECHNICAL FIRST
2023
First GOTY Nod

A co-developed title nominated for Game of the Year. The calls did not slow.

GOTY · NOMINEE
2024
100th Ship

Hundredth shipped title. Staffed across nine platforms simultaneously.

100TH SHIP
2025
Studio-Owned IP

First fully self-published title. The studio is now an author, not only a hand.

OWN IP · LAUNCH
2026
Present Day

Eighty-five people on the floor today. Three new partnerships opening next quarter.

WE ARE HERE NOW
// Mission

We build worlds worth returning to.

Our work is judged in years, not weeks. Every system, every shader, every line of dialogue is built so the game still feels alive a decade after launch. Longevity is our metric.

// Vision

The next decade of games will be written, not wired.

The next great games will come from studios that hire writers as carefully as engineers, sound designers as carefully as producers, and treat the medium as authorship. We're building that studio.

SCN.04 // FOUNDING PRINCIPLES

How we work.

I

Craft

Every frame is a decision, and we pay for it in attention. The right thirty frames take a week — we do not skip the week. Writers who edit each other, animators who watch each other's reference, engineers who code-review with notes in the margin. Craft is not personality; it is process.

II

Restraint

The strongest shot is the one that did not need to be added. We cut more than we ship. Every feature passes one test: does the game need this to be itself? If not, it goes. The discipline is loud silences and empty rooms.

III

Longevity

The game is finished the year people stop playing it. We resource live ops on day one, hire community leads before launch, and architect for the patches we haven't planned yet. A game's tenth anniversary is engineered into its first commit.

SCN.05 // A DAY AT THE FORGE

One day,
at the studio.

08:42 · Frame 01
The morning sync

All disciplines in the same room. Every project, every blocker heard by everyone. Twenty minutes. No slides.

10:30 · Frame 02
The concept review

The art wall. The director points at a frame. The artist nods or argues. Both happen weekly. Both produce better games.

13:15 · Frame 03
The code session

Three monitors, a custom debug overlay, a bug that crashed Monday's playtest. By 15:00 it's in main. The team moves on.

15:00 · Frame 04
The art direction

A review of a hero asset. A note pinned by the art lead: "warm her up 8%." Eight percent. Not five.

17:45 · Frame 05
The playtest

The build runs. Faces serious. Nobody speaks for forty minutes. Then someone laughs at the wrong moment — and the room knows it has work to do.

19:20 · Frame 06
The debrief

Late evening. Two leads at a whiteboard. Tomorrow's sync is built tonight, in silhouette.

SCN.06 // THE CREW

The people who
build here.

Eighty-five engineers, artists, writers, designers, and producers. Some of them:

CREW: 085 / SHOWN: 12
Creative Director · 14Y
Zara Hafeez

"The shot that did not need to be added."

CTO / Netcode · 12Y
Imran Khawaja

"Latency is a story we tell badly."

Head of Narrative · 09Y
Leila Ansari

"Every system is a sentence."

Art Director · 11Y
Javed Siddiqui

"Warm her up 8 percent. Not 5."

Exec Producer · 08Y
Marcus Okonkwo

"We resource for year ten."

Audio Lead · 07Y
Hannah Reyes

"Silence is a frequency."

Principal Engineer · 06Y
Diya Mehra

"Cleanups before features."

UX / UI Lead · 05Y
Oscar Liang

"The HUD you forget."

Live Ops Lead · 10Y
Safia Khan

"Day-one is the easy day."

Tech Art Director · 04Y
Benjamin Ayala

"Lumen is a vocabulary."

Principal Animator · 08Y
Nora Heidari

"Twenty-four frames at a time."

Audio Engineer · 03Y
Kenji Okamura

"Mix the room, not the file."

SCN.07 // INVENTORY · TOOLS

Instruments of
the forge.

We use what we trust, customize what we need, and build what doesn't exist.

INVENTORY // 12 OF 23
UE5
UNREAL ENGINE 5
/ ENGINE
18 SHIPPED TITLES
U6
UNITY 6
/ ENGINE
48 SHIPPED TITLES
E85
CUSTOM ENGINE
/ ENGINE
6 IN-HOUSE TITLES
NET
CUSTOM NETCODE
/ NETWORKING
280K PEAK CCU
DSO
SERVER ORCHESTRATION
/ NETWORKING
9 REGIONS
A/C
ANTI-CHEAT
/ NETWORKING
FOUR-LAYER
CI
BUILD AUTOMATION
/ TOOLING
~240 BUILDS / DAY
PIPE
ASSET PIPELINE
/ TOOLING
300K+ ASSETS
PS5
PLAYSTATION 5
/ PLATFORM
7 SHIPPED TITLES
XSX
XBOX SERIES X|S
/ PLATFORM
6 SHIPPED TITLES
NSW
NINTENDO SWITCH
/ PLATFORM
11 SHIPPED TITLES
MOB
iOS + ANDROID
/ PLATFORM
38 SHIPPED TITLES
SCN.08 // WHY CLIENTS RETURN

In their words.

When we hired them, we thought we were buying execution. We were buying judgment.

Their team rejected three of our directions in the first six weeks. Each rejection came with a working prototype demonstrating why. By the end of pre-production our brief was better than we'd been able to write it ourselves. They are not vendors — they are co-authors.

— Eamon Solberg / VP Production / Tundra Interactive// The Northward Project, 2023

They shipped a system that has not crashed in fourteen months.

Matchmaking and dedicated server orchestration on our flagship title — 99.97% uptime, no rollback events, no emergency patches. We've stopped describing our backend as a problem. That's the highest praise I can give a partner.

— Devi Ramachandran / CTO / Halcyon Games// Flagship multiplayer, 2024

A studio that writes, codes, and ships with equal seriousness.

Most external partners are good at one of those. Eighty Five is good at all three, and they don't pretend the disciplines are separable. They write better than most narrative studios and engineer better than most tech houses. The combination is the rarity.

— Ana Wiesler / Executive Producer / Fieldhouse Games// Undisclosed IP, 2025

SCN.09 // THE LAUREL WALL

The earned weight.

120+
Titles shipped
14
Years in business
9
Platforms supported
47
Recognitions
2024 · The Game Awards
Game of the Year — Nominee

Co-development // flagship title.

2024 · DICE Awards
Best Multiplayer Design

Shipped netcode + orchestration.

2023 · Edge Magazine
Director Interview

Editorial feature.

2022 · IGF
Excellence in Narrative

Independent Games Festival.

2022 · BAFTA
Best Game Innovation — Shortlist

British Academy.

2021 · Famitsu
35 / 40

Flagship narrative title.

2019 · Internal
Purpose-Built Facility

Relocated in Multan — studio milestone.

2018 · Internal
50th Shipped Title

Milestone.

SCN.10 // THE INVITATION

You've seen the forge.
Now bring the work.

We're booking partnerships for next quarter. Three slots remain.

Start a project info@bixisoft.com