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Full-cycle production

Full-Cycle Co-Development

A full production pod inside the client’s milestone schedule — art, design and engineering on Unity or Unreal, reporting through the client’s own branching and review process rather than a parallel pipeline.

Tencent2022-2024Unity
Client
Tencent
Engine
Unity
Platforms
iOS, Android, PC
Year
2022-2024
Duration
20 months
Team size
26 developers
Disciplines
Full-cycle production, Gameplay engineering, Art direction, Live-ops content
Category
Full-cycle
Full-Cycle Co-Development — cover artwork
Full-Cycle Co-Development

Artwork from our archive. High-resolution originals are available on request under NDA.

Production stills
The brief

What the client needed.

Adding an external team usually means adding a second pipeline: different naming, different review tools, assets that arrive technically correct and still need integration. The client wanted production capacity without inheriting another process to manage.

How we ran it
  • Embedded our leads in the client’s branch and review tools from day one — no parallel pipeline, no translation layer.
  • Named an English-speaking producer per workstream, working the client’s hours rather than ours.
  • Broke scope into vertical slices so the client could judge playable output inside the first milestone.
  • Ran the client’s own definition of done: their naming, their LOD rules, their build cadence.
  • Reported weekly against milestone dates, with risks raised while they were still fixable.
Result
  • A production pod the client managed as if it were internal.
  • Risks surfaced at milestone boundaries instead of at integration.
  • Build cadence held: daily internal builds, weekly milestone drops.
  • Scope could start on a single discipline and scale up without re-onboarding.

Have a similar production coming up?

Tell us the scope and the date. We will tell you what it takes — honestly, including what we would not promise.