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
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.