Services
We work where the game meets the hardware. Every engagement is staffed by engineers who have shipped AAA titles.
Co-development
Senior engineers embedded in your team, owning features and systems end to end inside your codebase, tools and pipeline.
- Feature and system ownership
- Works in your process, tools and reviews
- Unreal and proprietary engines
Performance
CPU and GPU profiling, frame budgets, memory, hitches and load times. We find the milliseconds and get them back.
- Frame-time and memory budgets
- Hitch, streaming and load-time fixes
- Fixed-scope performance audits
Rendering
Modern rendering pipelines, GPU-driven rendering, lighting, shaders and upscaling, built to scale from handheld to high-end PC.
- GPU-driven rendering
- Lighting, shadows and ray tracing
- Shader and upscaler integration
Low-level systems
Job systems, threading, allocators, asset streaming, I/O and toolchains. The foundations everything else stands on.
- Job systems and threading
- Memory allocators
- Asset streaming and I/O
Console & platform
Platform bring-up, ports, hardware-specific tuning and certification. We know the silicon and the submission checklists.
- Ports and platform bring-up
- Hardware-specific tuning
- Certification support
Team
AAA industry veterans who love programming, computer graphics and low-level systems.
Forged across every console generation.
We're a crew of AAA engineers who have spent our careers where games meet hardware. We've been building games together for a long time, and new silicon on our desks still makes us grin.
Programmers first
We care about cache lines, read the disassembly when it matters and love code that is both fast and clear.
Graphics obsessed
Lighting, shading, frame graphs, upscalers. Making pixels beautiful and cheap is our favourite puzzle.
Close to the metal
Job systems, allocators, I/O and the quirks of every console. The low-level stuff is where we feel at home.
We've grown up with the hardware
- Fixed-function: Hand-tuned pipelines and tight memory budgets
- Multicore: Threads, jobs and the first programmable shaders
- Unified memory: Compute, streaming and much bigger worlds
- GPU-driven: Ray tracing, fast storage and modern pipelines
Most of us have worked side by side for years, across studios, projects and platforms. That’s the secret: when we join your team, we already work like one.
Buenos Aires, Argentina. Home base. The rest of the crew is spread across the globe, with hours that overlap the Americas and Europe.
Tools of the trade: Unreal Engine, Unity, CryEngine, Frostbite, Snowdrop, Ubisoft Anvil, Godot, DirectX, Vulkan, OpenGL, PlayStation, Xbox, Nintendo Switch, Steam, Meta Quest, iOS, Android, Perforce, Git, CMake