Service

Unity development, optimization and porting

We take on Unity projects at any stage: build from scratch, pick up someone else's code, update an old engine version, bring a game to new platforms and stores, make it run faster. Every case below says exactly what our part was.

Who it's for

  • Studios and publishers with a game that needs an update, a port or a release
  • Teams with an inherited Unity codebase nobody wants to touch
  • Companies that need a VR app, a training simulator or a game from scratch

Tasks we take on

  • Move an old project to a current Unity version without breaking the game
  • Replace outdated networking, for example UNET with Mirror
  • Port to new platforms and stores: Meta Quest, Android, Epic, GOG, PlayStation
  • Find what makes a game slow and fix it: frame rate, loading, memory
  • Add features to a released game: modes, achievements, multiplayer

What you get A build that runs on the target devices, handed over to you or prepared for store submission.

Scope of work

What the work can include

  • Reading and stabilising the existing code
  • Engine and package updates
  • Networking on Mirror or Photon
  • VR: OpenXR, Meta Quest, SteamVR
  • Store integrations: Steamworks, Epic Online Services, achievements
  • Builds for the target platforms and fixes from testers' reports

What the estimate depends on

  • The size and state of the codebase
  • Which platforms and stores
  • Whether art and design are on your side
  • Store certification requirements

What helps us start

  • Access to the project repository — agreed separately, never through the form
  • Target platforms and stores
  • Known problems and testers' reports
  • The desired timeline and the version that must keep working

Cases

We Are The Dwarves screenshot

For a publisher Update builds delivered for publisher QA; release is up to the publisher

We Are The Dwarves — 2026 update

A 2016 game needed an update and an Epic Games Store release — publisher Whale Rock Games gave that job to us.

Our part: We led the programming of the 2026 update. The game, its art and design belong to the publisher.

Deployment screenshot

For a publisher Update in progress; release is up to the publisher

Deployment — 2026 update

A tactical online shooter with capture points, already on Steam: publisher Whale Rock Games ordered an update and new platforms from us.

Our part: We are in the game's credits as part of the “2026 Update Team”. The game belongs to the publisher.

TimeLock VR 2 screenshot

For a publisher Released (2022)

TimeLock VR 2

A VR space adventure with time rewinding: publisher Whale Rock Games gave us an inherited codebase to bring the game to release.

Our part: Our part: the Steam release, the GOG port, the start of the PS4 port and the move to URP. The game belongs to the publisher.

Micro Racer VR: Toy World screenshot

For a publisher In development

Micro Racer VR: Toy World

Multiplayer VR racing with combat in a giant kid's room, where the floor, walls and ceiling become the track.

Our part: The full development cycle is ours. The game belongs to the publisher.

MechaPulse arena in VR

Prototype Prototype; shown at Games Gathering 2023 in Kyiv

MechaPulse — VR mech arena

Our VR arena: combat devices on the player's arms, AI robots to fight, and hits that tear their limbs off.

Our part: Our own project: we design and develop it ourselves.

VR NOW rehabilitation system

Participation Participation completed (2021–2023)

VR NOW — VR rehabilitation system

Advin's VR system for rehabilitation after amputation and phantom-pain therapy: patients train in VR, doctors run sessions from a panel.

Our part: Participation in Advin's team: Unity VR development and feature design together with rehabilitation specialists. The product belongs to Advin.

See it working

Watch the MechaPulse promo

Our own VR arena prototype: 17 combat devices, AI opponents and destruction physics; builds for Meta Quest and PC.

How we start

  1. 01

    Describe the task

    Use the form, the chat, or write directly by email or Telegram. No ready specification is needed: a few sentences about what should work and for whom are enough to start.

  2. 02

    We clarify the details

    We read the request and ask only what affects the next step: a new or existing solution, platforms, constraints, materials.

  3. 03

    We agree on the next step

    Depending on the task, this is a consultation, an estimate, a prototype or development. Format, cost and timing are agreed individually before any work starts.

What affects cost and timing

  • The size and condition of the existing project
  • The number of target platforms
  • Networking and multiplayer
  • Store requirements and certification
  • Whether art, design and QA are on your side

There is no price list: the cost is confirmed after we look at the task, and format and timing are agreed before work starts.

Questions

Can you work with someone else's code?

Yes, that is much of our Unity work: Deployment is a codebase of 724 C# scripts on Photon PUN, and TimeLock VR 2 came to us as inherited code.

Which Unity versions?

From old to current: we moved We Are The Dwarves from Unity 5.4 to 2021.3 LTS, and Micro Racer VR is built on Unity 6.

Do you also do art and game design?

Development and the technical side are ours. When a project needs 3D models, art, writing or game design, we hire specialists and manage their work — on TimeLock VR 3 we hired and led the scriptwriters and game designers. On publisher titles the art and design came from the publisher.

Who owns the code we get?

Rights and what is handed over are fixed in the agreement before work starts.

Not ready to order development?

Start with a consultation: we sort out the question first, with no obligation to order the work.

Discuss a consultation About consultations

Contact

Tell us about your task

A few sentences and one way to reach you are enough.

What is it about? (required)

What should work and for whom; 10 to 4000 characters.

0 / 4000

One channel: email, Telegram @handle or phone.

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