For studios and publishers

Game development outsourcing: co-dev teams in 4 working days

Unreal and Unity specialists join your pipeline in 4 working days, under NDA from first contact. Choose from 7 offers, from a Co-Dev Strike Team to Game Security.

Build my squad
Book a scoping callThe full portfolio and unreleased work open after the NDA.

Mutual NDA in 1 click before you describe the project.

Fig. 01For Game Studios & Publishers

  • 72hfree hold
  • 4working days to start
  • 48hshortlist
  • 9practices
In short

Unreal and Unity specialists who join your Perforce, Jira and milestone plan, with build security set up before the first sync.

Remote Pro Ai is a game development outsourcing and co-development partner with Unreal and Unity specialists who join your pipeline in 4 working days. Studios and publishers choose from 7 offers: Co-Dev Strike Team, Port & Perform, LiveOps Crew, Art & Tech-Art Pods, MENA Launch Kit, Studio-in-a-Box and Game Security, all under NDA from first contact.

Engines, platforms and the tools behind them

  • Gameplay systems, tools and pipelines in Unity and Unreal
  • One build shipped to console, PC, handheld and mobile
  • Frame time held inside budget through launch
AreaWhat our engineers ship with
EnginesUnreal Engine 5 (C++, Blueprints, Niagara), Unity (C#, DOTS, URP and HDRP)
GraphicsDirectX 12, Vulkan, Metal; shader and pipeline-state optimisation
OnlineDedicated servers, rollback netcode, Photon, Mirror, matchmaking and backend services
PlatformsPC (Steam, Epic Games Store), PlayStation 5, Xbox Series X/S, Nintendo Switch family, iOS, Android
XROpenXR, Meta Quest, ARKit and ARCore
ArtMaya, Blender, Houdini, Substance 3D, ZBrush

We work under your platform-holder agreements, devkits and middleware licences. Console work happens on hardware you control or approve, inside your security perimeter.

7 game development outsourcing offers

  • Co-Dev Strike Team

    A Lead-level strike lead and 2–⁠5 specialists on your milestone tasks, starting with a 4-week pilot.

    Billing
    fixed pilot fee, then monthly
    Price
    pilot from USD 21,200
  • Port & Perform

    Ports between PC, console and mobile, optimised to the frame, memory and load-time budgets you set.

    Billing
    fixed-fee assessment, then fixed price per platform
    Price
    assessment from USD 7,300
  • LiveOps Crew

    Events, content drops, economy tuning and analytics on a weekly cadence, with optional 24/7 incident cover.

    Billing
    monthly per crew
    Price
    from USD 29,700/month
  • Art & Tech-Art Pods

    Environment, character, animation, UI and technical art pods that work to your style guide.

    Billing
    monthly per pod, after a paid pilot batch
    Price
    from USD 17,000/month
  • MENA Launch Kit

    Arabic localisation and culturalisation, right-to-left UI, age ratings, local payments and community launch.

    Billing
    fixed price per module
    Price
    from USD 5,400
  • Studio-in-a-Box

    A complete studio for a new GCC game venture: leadership, team, pipeline and a local hiring plan.

    Billing
    setup, monthly operation, optional transfer
    Price
    by formal quotation
  • Game Security add-on

    Anti-cheat and anti-tamper integration, build and asset leak controls, and penetration testing.

    Billing
    add-on to any games engagement, or standalone
    Price
    from USD 7,700

Shipped titles and credits

Our engineers appear in credits under each studio’s credit policy, and many titles stay under NDA. Where a publisher consents, we list the title, platform and the systems we built. Everything else is described by genre, platform and scope.

Case G-01 · multiplayer title with LiveOps

For a game studio in Riyadh, 8 specialists over 12 months built authoritative servers with rollback netcode, regional deployment, anti-cheat, first-pass console certification and LiveOps telemetry for a launch title.

  • Under 100 ms p95 latency in-region.
  • First-pass platform certification.
  • 24/7 LiveOps coverage after launch.

We work in your pipeline, not ours

A strike team that needs your producers to change tools costs you a sprint. Our engineers adopt your branching model, coding standards, build system and review rules from day 1.

Version control
Perforce Helix Core streams, Git LFS or Plastic SCM.
Planning
Jira, Confluence, Hansoft or Flow Production Tracking.
Builds
Unreal Horde, Jenkins, TeamCity or Unity Build Automation.
Crash and quality
Sentry, Backtrace and automated test frameworks.
Communication
Slack, Teams or Discord, with your naming conventions.
Reporting
weekly producer report with tasks closed, build breaks and review times.

Build security and leak prevention by default

Unreleased builds are your most valuable asset. Every games engagement starts with an NDA before project detail, and every engineer we place works under leak controls you can audit. Certification status: ISO/IEC 27001 in progress (certification target Q2 2027).

  • Managed devices with data-loss prevention and screen-capture blocking.
  • Optional cloud workstations, so builds never sit on a local disk.
  • Per-user forensic watermarking on builds and captures.
  • Least-privilege Perforce access by stream, logged per user.
  • Alerts on unusual sync volumes; a monthly attestation you can share with your publisher.
  • Same-day offboarding: access revoked, devices wiped, IP handover certificate issued.

Meet the games team at Kingdom of Gaming 2026, Riyadh, in December 2026. Book a meeting.

Frequently asked questions

Book a scoping call

20 minutes with a solutions architect. No sales script.

Remote Pro Ai offers 7 game services: a Co-Dev Strike Team that starts with a 4-week pilot, Port & Perform for platform ports, a LiveOps Crew, Art & Tech-Art Pods, a MENA Launch Kit for Arabic markets, Studio-in-a-Box for new GCC studios, and a Game Security add-on. All draw on our games practice.

Engineers on our bench start within 4 working days of a signed order. For a co-dev pilot, you see 2 candidates per role with game credits and code samples first, and you can run a technical interview. Roles that need console devkit access or onsite work also start within 4 working days; where devkit access needs the client’s clearance, the 4 days count from the date it is granted.

Yes. You can accept our mutual NDA in 1 click, or upload your studio’s NDA for review, before you describe the project. Our portfolio of unreleased work becomes visible only after signature. Every engineer is also bound by individual confidentiality terms and the IP assignment in your contract.

Yes. Our engineers have shipped on PlayStation, Xbox and Nintendo platforms and have supported first-pass certification. We work under your platform-holder agreements and on devkits you provide or approve. We do not need our own publisher relationship to work on your build, and we follow your platform’s confidentiality rules.

Every placed engineer works on a managed device with data-loss prevention, with optional cloud workstations so builds never sit on a local disk. Builds carry per-user watermarks, Perforce access is limited by stream and logged, and unusual syncs raise alerts. You receive a monthly attestation, and offboarding revokes access the same day.

You do. Code and art IP assignment is signed before any payment and takes effect as each invoice is paid. Assets sit in your Perforce depot from the first commit, and at the end of an engagement you receive an IP handover certificate listing what was delivered and confirming assignment.

Yes. National gaming strategies in Saudi Arabia and the UAE are funding new studios and player growth across the region. Our MENA Launch Kit covers Arabic localisation, right-to-left UI, age ratings, local payments and community launch, and Studio-in-a-Box sets up new studios in the Gulf with a local hiring plan.

Start today

4 working days

Your team can be working within 4 working days of signature.