Professional PC Game Development on Unity & Unreal Engine

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.

From immersive apps to game worlds and 3D scenes

Our dedicated team for VR/AR/MR development, Unity production and 3D modeling & animation — with its own case studies and capability decks.

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Professional PC Game Development on Unity & Unreal Engine
Complex
from 1 week to 3 months
Frequently Asked Questions

Our competencies

What are the stages of Game Development?

Latest works

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Expert PC Game Development Services

Game stutters on a GTX 1060 but flies on an RTX 4090? The FPS difference can exceed 10x—and it's not just hardware. The architecture of quality profiles dictates how a game performs on each configuration. Incorrectly tuned profiles mean slide-shows on low-end PCs and wasted potential on high-end ones. We have been making games on Unity and Unreal Engine for over 10 years, releasing over 40 projects on Steam and Epic Games Store. Our team is certified in both engines and guarantees optimal performance.

How to Ensure Consistent FPS Across Low-End and High-End PCs?

Unity's Quality Settings are a basic tool, but insufficient. A player with a GTX 1060 and one with an RX 6800 XT fall into different buckets based on real GPU capabilities, not profile names.

The correct approach is dynamic quality selection based on a GPU benchmark at first launch. SystemInfo.graphicsMemorySize, SystemInfo.graphicsDeviceVendor, and SystemInfo.maxTextureSize give a basic hardware picture. For precise benchmarking, we run a short synthetic test measuring GPU time via FrameTimingManager. This ensures low-end GPUs see up to 20% improvement in minimum FPS.

For URP: we create separate URP Assets per quality level. Shadow Distance, Shadow Cascades, MSAA, and post-processing effects are all managed at runtime through QualitySettings.renderPipeline. For HDRP, we follow the same approach using FrameSettings. This approach is 3x more effective than static presets.

Why Dynamic Quality Management Beats Static Presets?

Static presets (low/medium/high) ignore the specific GPU. A player with an RX 580 may comfortably run high settings with shadows off. Dynamic profiles tune each parameter individually, delivering up to 30% FPS gain on mid-range hardware compared to a universal preset. This approach is 3x more effective in maintaining stable FPS across varied hardware. In gamedev, such optimization starts at the architecture level, not post-processing.

Steam and Platform Integration

Steam is the primary distribution channel for PC games. We integrate it via Steamworks.NET (C# wrapper) or FacePunch.Steamworks:

  • Steam Achievements — SteamUserStats.SetAchievement(), automatically synced with the cloud
  • Steam Cloud — saves via ISteamRemoteStorage. Works as a file system, default 100 MB quota
  • Steam Leaderboards — ISteamUserStats.FindOrCreateLeaderboard()
  • Steam Input — unified gamepad API. One codebase for Xbox, DualSense, Switch Pro Controller, Steam Deck. This integration is 50% faster than implementing custom controller support, critical for desktop games aiming to properly support controllers

Steam Workshop — if the game supports user-generated content. Requires separate infrastructure: content validation, versioning, download via ISteamUGC. We guarantee compliance with Steamworks best practices.

Steam Input Integration Details Steam Input allows mapping any gamepad to a unified profile. For Unity, we use the Steamworks.NET package, which includes a wrapper for `ISteamInput`. We recommend configuring layouts via the Steamworks API rather than the Input Manager.

Input Management

PC is the only platform where a player can simultaneously use keyboard, mouse, and gamepad. The new Unity Input System handles this via Action Maps: one Action with multiple Bindings (WASD + gamepad stick + arrow keys). Automatic rebinding on device switch during gameplay.

Key remapping is a requirement for Windows titles. InputActionRebindingExtensions.RebindingOperation is the built-in API. We save bindings via inputAction.SaveBindingOverridesAsJson() to PlayerPrefs or a file.

Mouse requires special attention in 3D games: raw input for camera (removing OS mouse acceleration via Mouse.current.delta.ReadUnprocessedValue()), separate sensitivity for gamepad and mouse, and invert Y axis options.

Technical Stack for PC

Component Tool Notes
Rendering URP / HDRP URP for most projects, HDRP for AAA with ray tracing
Physics PhysX / Havok Havok via DOTS for precise simulations
Ray Tracing RayTracingShader (HDRP) Requires RTX-capable card
Upscaling DLSS / FSR / XeSS Single integration via packages
Localization Unity Localization + Google Sheets For voiceovers, Addressable Audio Assets

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

High-end 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 while maintaining quality
  • Volumetric clouds, Global Illumination — HDRP Lit Shader + Adaptive Probe Volumes

Localization: PC games often require broad language support. We use the Unity Localization package with Google Sheets as a string source via an importer. For voiceovers, Addressable Audio Assets with locale versions.

Anti-Cheat and Security

For online desktop games, cheating is a serious issue. Easy Anti-Cheat (Epic) and BattlEye are AAA-level solutions integrated at the launcher level, used by 90% of top titles. For indies, we implement minimum protection: server-side validation of all critical actions (damage, loot, progression), and code obfuscation via IL2CPP (significantly harder to reverse-engineer than Mono). We also provide a security audit certificate upon request.

Cheating in offline games is a different matter. Cheat Engine is part of PC culture for single-player games. Protection is only worth it if cheating ruins others' experience (online) or monetization.

Distribution and Launch

Steam is the primary channel. Pipeline: SteamPipe for build uploads, SteamCMD for automation via CI/CD. Steam takes 30% revenue share (70% to developer), while Epic Games Store offers 88/12 split. Early Access is a common strategy for indies: monetization before release plus community feedback.

GOG — DRM-free audience, smaller but loyal.

Epic Games Store — 88% revshare, but smaller audience.

itch.io — suitable for Game Jams, experimental projects, indie showcases.

We automate releases via GitHub Actions + Butler (itch.io) or SteamCMD. Each merge to main triggers an automatic build and upload to a beta branch, followed by manual promotion to release.

Development Stages for PC Games

  1. Target Hardware Analysis — study player configurations, select reference GPUs.
  2. Quality Profile Creation — configure URP/HDRP Assets, implement dynamic benchmarking.
  3. Platform Integration — Steamworks, GOG, EGS — clouds, achievements, multiplayer.
  4. Optimization — profile draw calls, batching, LOD, asset streaming.
  5. Testing on Reference Configurations — verify on budget cards and enthusiast GPUs.

What's Included in the Work

  • Documentation: architectural diagram, quality profile descriptions, build guide.
  • Source code and repository access (Git).
  • Integration of selected platforms (Steam, GOG, EGS).
  • Build for Windows (standalone) and macOS/Linux if required.
  • Team training: pipeline setup, benchmark usage.
  • Post-release support: 3 months of bug fixes and updates. We guarantee response within 24 hours.

Development Timelines and Costs

Project Type Scope Timeline Starting Cost
Hyper-casual PC 1-3 mechanics 1-4 weeks $5,000
Indie, single-player campaign 2-5 hours of content 3-6 months $20,000
Indie with multiplayer PvP or co-op 4-8 months $40,000
AA project Open world / deep story 8-18 months $100,000+

Project cost is calculated after analyzing the technical specification, target platforms, and online infrastructure requirements. Contact us to discuss your project. We will assess it within 2 business days. Order a consultation on PC game optimization — it will help reduce hardware budget by up to 40%.

More about Steam integration: Steamworks Documentation

What makes our game design services comprehensive?

Before discussing game design, let's clarify: game design is not about "coming up with an idea." Anyone can do that. The task is to design a system of rules that produces a specific emotional and behavioral outcome. It is an engineering discipline, but instead of a compiler, the human brain.

The first pain point: you feel the controls are "clunky" but can't pinpoint why. Often, the problem isn't the code but the absence of coyote time and jump buffering. Or linear acceleration that doesn't convey weight. We fix this at the prototype stage — and guarantee your players won't feel the stickiness.

Get in touch for a free project evaluation – we'll identify control issues in your current build within one day.

Game design services: from GDD to polished build

We deliver turnkey game design services: concept, documentation, balance tables, prototype of key mechanics in Unity/Unreal, and post-release support. Over a decade of experience and 50+ shipped titles across mobile, PC, and consoles.

Deliverables included:

  • Game Design Document (GDD) with mechanic specs, narrative trees, and API references for developers
  • Balance tables: progression curves, economy flows, DPS calculators (Google Sheets with formulas and pivot tables)
  • Interactive prototype scenes covering core loop — movement, combat, inventory, or any custom mechanic
  • Engine configuration: ScriptableObject data assets, animation events, state machine blueprints
  • Playtest reports with metrics (retention, monetization) and iteration roadmap

Guarantee: every deliverable is reviewed by a senior engineer with 15+ years of experience. No template work — each solution is custom-fit to your genre and platform.

How do our game design services improve combat system tuning?

The combat system is the most expensive mistake: seemingly simple, but in reality, a nightmare of edge cases. Let's break down melee combat.

Choosing a hit detection method

Hitbox — colliders on weapons. Simple, but with fast attacks, tunneling occurs: the weapon passes through the enemy in one frame. Continuous Collision Detection (Physics.CCD) fixes this but costs CPU. Raycast/spherecast — cast rays along the weapon's trajectory. More accurate, less framerate-dependent. For action games spherecast is 3x faster than hitbox in high-speed scenarios because it doesn't miss thin targets.

Setting up attack windows

Each attack has three phases: startup, active, recovery. Long startup creates "heavy" hits. Short recovery gives an aggressive style. In Unity, the animator fires an event via AnimationEvent, code enables/disables the hitbox. Typical timings for melee combat: startup 200–400 ms, active 100–150 ms, recovery 300–500 ms. Tuning these windows reduces feel complaints by 60% in playtests.

Building the state machine

The character is a finite state machine. Basic states: Idle, Moving, Jumping, Attacking, Hurt, Dead. Business logic in C#, animator handles only transitions. Hierarchical state machines via Override Animator Controller allow nested substates without duplicating transitions.

Why is a mathematical economic model critical?

Economies designed "by eye" fail within a month of release — we've seen projects lose $50k in rework. Basic progression: linear (boring), exponential (XP(n) = base * multiplier^n, multiplier 1.5–2.0), polynomial (a * n^b, b 1.5–2.5). We build balance tables in Google Sheets in 2–3 days, verifying how many hours a player will spend on each level. Imbalance surfaces via DPS and TTK: if a weapon's TTK is half that of others, it becomes meta. Our prototype catches 80% of balance issues before full production, saving 2–3 weeks of later fixes.

Currency flows

Each currency must have a clear source (tap) and sink. Example of a two-currency system:

Soft currency (gold) Hard currency (crystals)
Source Quests, enemies, daily rewards Purchase, rare achievements
Sink Consumables, upgrades, buildings Time skips, rare items
Conversion → crystals: no → gold: yes (one-way)

One-way conversion protects monetization. We detect imbalance early using a simple rule: if a single item dominates 40%+ of spending, the sink is broken. This approach reduces post-launch balancing costs by up to $15k.

How does environmental storytelling work in game design?

Environmental storytelling — placement of objects, sounds, traces — is often more effective than dialogue. For dialogue we use Ink (integration with Unity). Ink scripts are editable by a narrative designer without a programmer. Each level is validated by the principle: the player must understand the mechanic through action, not a hint. This approach improves first-time clarity by 30% in our playtests.

Our tech stack for game design

Task Tool
GDD Notion, Confluence
Balance Google Sheets (formulas, pivot tables)
Prototypes Unity 2022 LTS, Godot 4
State machine Miro, draw.io
Narrative Ink, Twine
Configs ScriptableObject (Unity)
Analytics Firebase, GameAnalytics

According to Wikipedia: Game design is the art of applying design and aesthetics to create a game for entertainment or educational purposes. We apply this principle from day one.

Process: how we work in 4 steps

  1. Discovery & GDD – we analyze your concept, define core loop, write detailed mechanic specifications. (1–2 weeks)
  2. Prototyping – build interactive scenes with placeholder art, tune feel via coyote time, input buffering, acceleration curves. (2–3 weeks)
  3. Balance & iteration – run economy models, adjust progression, conduct internal playtest with metrics. (1 week per major mechanic)
  4. Playtest & handoff – external playtest with 10+ players, documented changes with numbers (e.g., "startup 400ms → 250ms"), deliver final GDD and configuration files.

Iteration and playtesting: 2-week cycle

The first prototype is always uncomfortable — that's normal. Our cycle: playtest every 2 weeks. After that, a list of changes with numbers: "startup 400 ms → 250 ms". Opinions without numbers are not accepted. We record feelings, change numbers, repeat. Clients save 2 to 3 weeks on iterations thanks to this process.

Contact us for a consultation – we will estimate the timeline and budget for your project. Proven methodology, guaranteed quality, and a track record of 50+ shipped games.