We join your team for a block of days each month.

That is what co-development means at Giant Entity. For those days we work inside your pipeline, in your engine version, your source control and your naming conventions. We offer it from London to game studios already in production in Unreal Engine. Norik Imami leads it, and the days are agreed in writing before work starts.

Who it is for

Studios already in production, with work that keeps coming month after month: models, animation, rigging, or assets that need to run better. It suits a producer who wants the same people on the project each month, people who already know the build, the conventions and the art style, instead of a new supplier for each list.

If you have one defined set of assets with an end date, game art and assets is the simpler fit.

What we take on

  • 3D models and texture sets, to your triangle budget and naming.

  • Animation, for in-game use or for trailers.

  • Rigging for characters and props.

  • Optimisation: bringing heavy assets inside your frame budget, so they run smoothly and still look right up close.

  • Game UI and UX, led by Rron Imami.

  • Gameplay prototyping in Unreal C++, to test a mechanic in the engine before your team commits to it.

Norik has worked inside game studio pipelines for years, to their skeletons, their naming and their source control, on marketing films and in-game assets for mobile, console and PC games. Fitting in is the part of the job he already knows.

How co-development days work

  1. The first call.

    You tell us what is in production and what you would hand over first. We tell you how many days a month we can give, and the earliest date we can start.

  2. The NDA.

    NDAs are standard. We sign before you share anything.

  3. An art test, if you want one.

    We are happy to do an art test first, so you can see the work in your style before you agree any days.

  4. The days, in writing.

    Days come as a block each month, agreed in writing before work starts, with what the first month covers.

  5. Inside your pipeline.

    We work in your engine version and your source control, to your naming conventions, and take the work from whoever runs production on your side.

  6. A weekly look at real progress, in your build.

    You see the work where it will live.

  7. Month by month.

    At the end of each block we agree with you what the next one covers.

Unreal Engine first: our own two games are built in Unreal Engine 5.8.

What to bring

  • What is in production, and the work you would hand over first
  • Your Unreal Engine version and target platforms
  • Your source control setup, and how your team hands out and reviews work
  • Your skeleton, naming conventions and asset budgets
  • Your studio's rules on AI tools, if your contract or publisher sets them
  • Your NDA, and the date you would like the first block to start

An example

This is an illustration of the shape of a month, not a past project.

A studio in production is heading for a milestone, with props still to finish and character rigs that need fixing. We agree a block of days for the month in writing and join the studio's source control. Norik takes the rigs and the props from the producer's list, works to the studio's naming, and commits into the project. Each week the producer sees the work running in the build. At the end of the month we agree what the next block covers.

Questions about co-development days

What does co-development mean?

It means we join your team for a block of days each month and work inside your pipeline: your engine version, your source control and your conventions. The days are agreed in writing before work starts.

How many days a month can you give?

We tell you on the first call how many days a month we can give, and the earliest date we can start. Nothing is agreed until it is in writing.

Do you sign NDAs?

Yes. NDAs are standard, and we sign before you share anything.

Can we start with an art test?

Yes, we are happy to do an art test first, so you can judge the work in your style before you agree any days.

Which engine do you work in?

Unreal Engine. We work in your engine version and your source control, and our own two games are built in Unreal Engine 5.8.

Do you use AI tools on studio work?

We use AI tools where they are reliable, people decide and check everything, and your files stay out of them unless you agree. Where they would and would not be used is written down before work starts, and if your contract or your publisher rules them out, we work to that.

What would you hand over first?

Tell us what is in production and when you would want to start. Norik will be on the call.

Book a call

Not sure which? Plan your project