PC Game Development

Our video game development company runs independent projects, jointly creates games with the client and provides additional operational services. Expertise of our team allows us to cover all gaming platforms and develop an amazing product that matches the customer’s vision and players preferences.
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PC Game Development
Complex
from 1 week to 3 months
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PC Game Development

PC is the most heterogeneous platform. A game must run on an office laptop with integrated graphics and on a gaming station with RTX 5090. Same executable, different hardware. This is an architectural task, not just optimization.

PC development specifics

Scalable quality settings

Unity's Quality Settings are basic but insufficient. A player with GTX 1060 and a player with RX 6800 XT fall into different buckets not by profile name but by real GPU capabilities.

Right approach — dynamic settings selection based on GPU benchmark on first launch. SystemInfo.graphicsMemorySize, SystemInfo.graphicsDeviceVendor, SystemInfo.maxTextureSize give basic hardware info. For accurate benchmark — short synthetic test with GPU time measurement via FrameTimingManager.

For URP: separate URP Asset for each quality level. Shadow Distance, Shadow Cascades, MSAA, Post-Processing effects — all managed via QualitySettings.renderPipeline at runtime. HDRP — similarly via FrameSettings.

Steam and platform integration

Steam is primary distribution for PC games. Integration via Steamworks.NET (C# wrapper) or FacePunch.Steamworks:

  • Steam Achievements — SteamUserStats.SetAchievement(), auto-sync with cloud
  • Steam Cloud — saves via ISteamRemoteStorage. Works as filesystem, 100 MB quota default
  • Steam Leaderboards — ISteamUserStats.FindOrCreateLeaderboard()
  • Steam Input — unified API for gamepads. One code for Xbox, DualSense, Switch Pro, Steam Deck. Critical for PC games supporting gamepads properly

Steam Workshop — for user-generated content support. Requires separate infrastructure: content validation, versioning, download via ISteamUGC.

Input management

PC — only platform where player can simultaneously use keyboard, mouse, gamepad. Unity Input System (new) handles this via Action Maps: one Action with multiple Bindings (WASD + gamepad stick + arrow keys). On device switch during gameplay — automatic rebind.

Key remapping — requirement for PC. InputActionRebindingExtensions.RebindingOperation — built-in API. Save bindings: inputAction.SaveBindingOverridesAsJson() to PlayerPrefs or file.

Mouse needs special attention in 3D games: rawInput for camera (removes mouse acceleration via Mouse.current.delta.ReadUnprocessedValue()), separate sensitivity for gamepad and mouse, Y-axis inversion.

Technical stack for PC

Render: URP for most projects. HDRP — for AA/AAA with ray-tracing requirements (DXR), high-quality volumetric fog, SubSurface Scattering. HDRP requires DirectX 11/12 — normal for PC, but closes path to consoles/mobile.

Physics: PhysX via built-in Unity Physics. For precise simulations (vehicles, physics puzzles) — Havok Physics for Unity (via DOTS). For 2D — Box2D (built-in).

High-level graphics:

  • Ray Tracing via UnityEngine.Rendering.RayTracingShader (HDRP, DX12, requires RTX-capable card)
  • DLSS/FSR/XeSS via Unity DLSS, AMD FSR Package — upscaling for performance at quality cost
  • Volumetric clouds, GlobalIllumination — HDRP Lit Shader + Adaptive Probe Volumes

Localization: PC games often support more languages. Unity Localization package + Google Sheets as string source via importer. For voice — Addressable Audio Assets with local version.

Anti-cheat and security

For online PC games, cheating is serious. Easy Anti-Cheat (Epic) and BattlEye — AAA-level solutions, integrate at launcher level. For indie — minimum: server-side validation of all critical actions (damage, loot, progression), code obfuscation via IL2CPP (significantly harder to reverse than Mono).

Cheating in offline games — different issue. Cheat Engine — part of PC culture for single-player. Protection makes sense only if cheating breaks others' experience (online) or monetization.

Distribution and launch

Steam — primary channel. Pipeline: SteamPipe for build uploads, SteamCMD for CI/CD automation. Early Access — common indie strategy: monetization pre-release + community feedback.

GOG — DRM-free audience, smaller but loyal.

Epic Games Store — 88% revshare (vs 70% on Steam), but smaller audience.

itch.io — suited for Game Jam, experimental projects, indie showcase.

Automatic releases via GitHub Actions + Butler (itch.io) or SteamCMD. Each main merge → automatic build → beta branch upload → manual release promotion.

Development timelines

Project Type Scope Timeline
Hyper-casual PC 1-3 mechanics 1-4 weeks
Indie, single campaign 2-5 hours content 3-6 months
Indie with multiplayer PvP or coop 4-8 months
AA project Open world / deep story 8-18 months

Cost calculated after analyzing specification, target platforms, and online infrastructure requirements.