The studio floor — full-cycle production.
SCN.01 // THE ATLAS // CAPABILITIES

The workshop.

Eight disciplines, one accountable team — from first sketch through post-launch live ops.

01 // Discipline
Mobile

iOS — Android — Cross-platform

02 // Discipline
Console

PS5 — Xbox Series — Switch — PC

03 // Discipline
Multiplayer

Custom netcode — Server orchestration

04 // Discipline
Unreal

UE5 — Nanite — Lumen — MetaHumans

05 // Discipline
Unity

URP — HDRP — DOTS / ECS

06 // Discipline
Art + Anim

Concept — Character — Environment

07 // Discipline
UI / UX

Diegetic HUDs — Menus — Onboarding

08 // Discipline
Live Ops

Content — Telemetry — Crisis response

Mobile game development.
01 / Mobile Game Development

Pocket cinema.

We treat the small screen with the same craft as the large one. Mobile is not a downgrade — it is a discipline.

  • Native iOS
  • Native Android
  • Unity Mobile
  • UE5 Mobile
  • Cross-platform progression
  • Monetization systems
  • Live event infrastructure
  • Device optimization tiers
Console game development.
02 / Console Game Development

Widescreen authorship.

We build for the screens that demand the most — and the players who notice every frame.

  • PlayStation 5
  • Xbox Series X|S
  • Nintendo Switch
  • PC
  • 4K · 60 FPS · HDR
  • Ray tracing
  • DualSense · spatial audio
  • Cross-gen builds
Multiplayer systems.
03 / Multiplayer Systems

The topology.

Real-time systems for millions of concurrent players. Latency, sync, and integrity engineered into the foundation — not bolted on at launch.

  • UDP / TCP / WebSocket / custom
  • Client-auth / server-auth / hybrid
  • Scale: 10 — 100K CCU
  • AWS / Azure / bare metal / edge
  • Anti-cheat (four-layer)
  • Encryption + validation
Unreal Engine development.
04 / Unreal Engine Development

Wireframe to world.

We build on Unreal Engine 5 from blockout to ship: concept → blockout → wireframe → render. Full-pipeline mastery.

NaniteLumen GIMetaHumanNiagara VFXWorld Partition
  • Gameplay & systems
  • Rendering & optimization
  • Virtual production
  • Cinematics (Sequencer)
SCN.06 // 05 / UNITY

The modular forge.

Unity is our toolkit for breadth — mobile-first titles, multi-genre prototypes, cross-platform deployments at speed.

PROJECTS: 48 · GENRES: 14 · PLATFORMS: 9
URP / HDRPDOTS / ECSAddressablesNetcode for GOAR FoundationMulti-platform export
PRJ.061 / Narrative
Letters to Nowhere
PRJ.052 / Tactical Arena
Iron Verdict
PRJ.068 / Puzzle-Adv
Quiet Tide
PRJ.044 / Mobile Sim
Pale Courier
PRJ.033 / Action-RPG
Half-Light Run
PRJ.019 / Cozy Sim
Long Hour
SCN.07 // 06 / GAME ART & ANIMATION

The gallery.

Concept, environment, character, and animation — the visual disciplines that decide whether a game becomes a world.

ConceptCharacterEnvironmentPropsUI Art2D Animation3D AnimationMocap
07 / UI/UX for Games

The interface within.

Interfaces players forget they're using — diegetic HUDs, contextual menus, accessibility-first UX, controller-native inputs.

HUDMenuDialogInventoryOnboardA11Y
Interfaces shipped86
AccessibilityWCAG 2.2 AAA
Controller nativeAll platforms
SCN.09 // 08 / LIVE OPS & OPTIMIZATION

We don't ship games —
we run them.

Live operations, content drops, balance patches, server orchestration, and post-launch growth.

99.97%
Regional uptime
60
FPS sustained
42ms
Avg latency
0.04%
Crash rate
SCN.10 // PIPELINE · PROJECT VIEW

The project board.

Full-cycle production isn't a diagram — it's a board of disciplines, dependencies, and dates. The arc of one project:

I
Concept

Sketches, mood boards, narrative beats, director's bible.

~4 WEEKS
II
Pre-Production

Vertical slice, playable prototype, technical architecture.

~8 WEEKS
III
Production

Full asset and code pipeline at scale, milestone-paced.

~32 WEEKS
IV
Alpha

Feature complete. All systems online.

~6 WEEKS
V
Beta

Content complete. Platform certification. Optimization pass.

~8 WEEKS
VI
Launch

Gold master. Day-zero patch ready. Launch ops on call.

DAY ZERO
VII
Live Ops

Patches, content drops, balance, growth.

ONGOING
SCN.11 // TECHNOLOGIES · MATRIX

The capability matrix.

Every tool, mapped to every discipline. Transparency over branding. primary · ○ secondary · — n/a

ToolMobileConsoleMultiplayerUnrealUnityArtUI/UXLive Ops
Unreal Engine 5
Unity 6
Custom Engine (E85)
Custom Netcode
Server Orchestration
Anti-Cheat
Build Automation
Asset Pipeline
Telemetry / Analytics
Mocap Stage
SCN.12 // THE BRIEF · INTAKE READY

We're ready for
your brief.

Three engagement slots remaining for Q3. Average response within 48 hours. Include: project type, target platforms, timeline, rough budget, and IP status.

Submit a brief info@bixisoft.com