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Make the movenobody sawcoming.

A senior game team from France. Multiplayer, Unity, DevOps and AI tooling, proven on the games we ship ourselves.

Teams and partners we have built with

Clients

  • RLTY
  • Shockbyte
  • Not A Shark Company
  • The Gate VR
  • Digiteyes
  • MFF Labs
  • LJK (Leeroy Jenkins Kapital)

Partners

  • AWS
  • Mixar
  • FLORA

What we do

Six disciplines, one senior team. Bring us in for one of them or for the whole game.

All services in detail

Unity engineering

Gameplay systems, editor tools and performance work from a team that sells its Unity code to other developers.

  • Gameplay and core systems
  • Editor tools and UI Toolkit interfaces
  • Save systems, inventories and character controllers
  • Profiling and optimization on PC and mobile
  • Procedural generation pipelines
  • Code audits and architecture reviews

AI tooling and MCP

We connect AI assistants to the tools your team already uses, starting with the engine.

  • Custom MCP servers for engines, DCC tools and internal services
  • AI-assisted content and level pipelines
  • Agent workflows with review gates and audit logs
  • Team training and rollout

3D art and asset production

Stylized props, weapons, characters and creatures, built to a shared scale and budget.

  • Stylized props, weapons and environment kits
  • Characters and creatures with animation
  • Tiered and modular asset sets
  • LODs, texture budgets and pipeline setup
  • Inventory icons and marketing renders

Platforms we build and run

Two products from our own productions, open to every studio.

The Armory

41 packages on the Unity Asset Store: 15 Unity tools and 26 stylized 3D art packs.

Free for everyone

The tools we rely on most are free on the store, so any Unity team can start with them.

Tested in production

Our games run on the same packages we sell. When a tool breaks, we feel it first.

AI that works inside the editor

We built Unity MCP so Claude, Cursor and any MCP client can drive the Unity Editor: scenes, components, terrain, builds, tests and profiling. It is free, open source, and part of how we build our own games.

Unity tools exposed to AI assistants
330+Unity tools exposed to AI assistants
GitHub stars across the server and plugin
734GitHub stars across the server and plugin
forks by developers building on it
99forks by developers building on it

Small team. Senior hands.

The people who answer your email are the people who write the code, build the art and run the servers. We work from Le Pecq, near Paris, and with teams anywhere.

What the team covers

Network and backend engineering
Netcode, game servers and the tools that keep them up.
Unity engineering
Gameplay systems, editor tooling and performance.
Technical art
Shaders, effects and the pipeline between art and code.
3D and environment art
Characters, props and worlds in a stylized hand.
Game design
Systems, economies and the first hour of play.
DevOps and live operations
Builds, deployment and the game after launch.

How a project runs

More about the studio
  1. 01

    Architecture first

    We start with your requirements and design the technical architecture that will carry them, before writing gameplay code.

  2. 02

    Automation from day one

    Build, test and deployment pipelines go in during the first week, so every change is playable and nothing ships by hand.

  3. 03

    Development in the open

    Our daily commits are visible to you. Track progress and give feedback while the work is happening, not after.

  4. 04

    Fast, senior delivery

    A small senior team moves quickly without trading away quality or attention to detail.

  5. 05

    Test and refine

    We test and polish until the work meets our standard and yours.

Got a game to ship?

Tell us where the project stands and what is in the way, and we will tell you how we can help.

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