AAA Game Development
PC, console, and mobile game development with Nanite geometry, Lumen GI, and world-class visual fidelity.
Games and XR built in Unreal 5 and Unity — prototyped playable in four weeks, profiled on the hardware you actually ship to, and taken through platform certification by us.

Profiled on target hardware, not a dev machine
Four categories, from commercial titles to enterprise training. The engineering discipline is the same; the success measure is not.
PC, console, and mobile game development with Nanite geometry, Lumen GI, and world-class visual fidelity.
Headset-native VR environments and WebAR activations for corporate training, real estate, and retail.
Authoritative server architecture handling thousands of concurrent players with sub-50ms synchronization.
Training simulations, onboarding games, and interactive product demos that boost engagement 3x.
Studios usually recommend whichever engine they staff. Here is the split by what you are actually making.
We build in both, so the recommendation is not self-serving. If your title is mobile-first or Quest-native, Unity is usually right regardless of how good Unreal's renderer looks in a trailer.
Each platform imposes its own performance floor and its own certification process. These constraints shape scope from day one.
The widest reach and the least certification friction — usually where we recommend launching first.
Certification is a real project of its own. We manage submission, TRC/XR compliance and resubmission.
Thermal and battery limits shape the art budget far more aggressively than raw GPU capability does.
A fixed 72–90 FPS floor that cannot be missed — comfort, not preference, sets the performance target.
If it is not fun grey-boxed, art will not save it. The prototype phase exists to test the core loop with placeholder cubes, before a rupee goes into assets. Studios that skip it discover the problem in month twelve, when the fix is no longer affordable.
VR has a comfort floor, not a performance preference. Below about 72 FPS on standalone headsets, users feel unwell — that is a hard constraint that dictates polygon budgets, lighting approach and scene complexity from the first week. It cannot be optimised in at the end.
Console certification is a project, not a formality. TRC and XR requirement lists are long, specific, and reject builds for things unrelated to whether the game is good. We budget certification time explicitly rather than treating it as a week at the end.
Enterprise XR is measured on behaviour change. A training simulation that people enjoy but that does not reduce incidents has failed. We instrument scoring and completion from the start so the client can prove the ROI internally — which is what gets the second project funded.
Nanite virtualized geometry and Lumen real-time GI in UE5 delivering film-quality real-time rendering.
Level-of-detail systems, occlusion culling, and GPU instancing ensuring 60fps on target hardware.
Single codebase building to PC, PlayStation, Xbox, iOS, Android, and Meta Quest simultaneously.
Server-side game state validation and Easy Anti-Cheat integration to keep competitive titles fair.
Defining mechanics, narrative structure, monetization model, and technical specifications in exhaustive detail.
Building a playable core gameplay loop within 4 weeks to test the fundamental fun factor early.
Full asset production, level design, audio integration, and gameplay systems engineering across all modes.
Closed beta with real player feedback, performance profiling, and platform certification submission.
Oacer built our VR safety training simulation for our industrial plants in just six months. It reduced workplace accidents by 35% in the first year — the ROI is genuinely extraordinary.
Indicative ranges. Game budgets vary more than any other service we offer — scope, art volume and platform count drive almost all of it.
A grey-boxed, genuinely playable vertical slice built to answer one question honestly: is this fun?
Full production: art, levels, audio, systems, multiplayer where needed, and platform certification.
Bespoke VR training for industrial safety, medical or field scenarios, with scoring and completion reporting.
Age rating, localisation and store compliance differ by territory and are handled per market.
Hyderabad studio. Enterprise VR training for industrial clients is our largest category here.
Console certification experience with US publishers, plus overlap held through US mornings.
Age-rating guidance for PEGI submissions and UK-compliant in-app purchase disclosure.
Arabic localisation including RTL interface work, and content review against local rating requirements.
Near-full working-day overlap with IST — straightforward for weekly playtest reviews.
Async delivery with a downloadable build each sprint, so playtesting does not need a scheduled call.
Unity excels for mobile games, 2D, and quick XR prototypes. Unreal Engine 5 is the choice for AAA visual fidelity, open-world environments, and high-end VR/AR. We recommend the optimal choice based on your gameplay and platform targets.
Send the concept and the platform you have in mind. Four weeks later you'll have something you can actually play — and an honest read on whether it's worth building.
Typical reply within one business day · we will tell you if the prototype does not work