A hooded wanderer holding a green lantern enters a misty ancient forest — key art for game development at Veles Labs

N° 03 — Game Development

Games — Unity & Unreal game development studio in Ontario, Canada

Real-time worlds, from prototype to published.

ENGINES

Unity · Unreal · Custom

TARGET

60 FPS on real hardware

PLATFORMS

PC · Mobile · Web

SOURCE

Yours, day one

01 — The Brief

Real-time worlds built from the engine up — gameplay, physics, netcode, and shaders in Unity, Unreal, and custom engines, shipped to PC, mobile, web, and console.

02 — What You Get

01

Playable first

A playable build on target hardware by week three — while changing direction is still cheap.

02

Sixty frames, budgeted

Profiled from the first prototype and tested on the hardware players actually own.

03

Shipped, then supported

Certification and storefronts planned in from the start — then patches, balance, and LiveOps.

Ancient stone ruins under a green aurora in a misty valley — the real-time worlds Veles Labs builds
Fig. 03 — Games
The studio loadout

Built like a game studio.
Run like a business.

— MASTERY —
UNITY95
UNREAL ENGINE 592
MULTIPLAYER NETCODE88
PERFORMANCE & OPTIMIZATION94
Engines, languages, physics, shaders, asset pipelines — the full stack of modern game development, in-house.
— QUEST LOG · EVERY PROJECT —
✦
Prototype fast
A playable build in your hands within weeks — not months of documents.
ACTIVE
✦
Fun, proven early
We iterate on what players actually enjoy long before the budget is spent.
GUARANTEED
✦
Ship & support
Launch, patches, balance updates, LiveOps. Release day is the start, not the finish line.
GUARANTEED
✦ SOURCE OWNERSHIP UNLOCKED✦ NO ENGINE LOCK-IN✦ 60 FPS CERTIFIED

03 — Questions, answered

The things everyone asks.

How soon do we get something playable?

Weeks, not months. A playable prototype of the core loop — running on real target hardware — is the first milestone. We find out early whether the idea is fun, while changing direction is still cheap.

Unity or Unreal — which should we use?

It depends on the game, the team, and the platforms. Unity suits most mobile and indie scopes; Unreal earns its keep on high-fidelity 3D. We recommend after the scoping call, with reasons — and when a project genuinely needs a custom engine, we build those too.

Do you handle store submission and certification?

Yes — Steam, App Store, Google Play, and console certification are part of the launch plan, with their requirements scheduled in from the start instead of discovered at the end.

What happens after the game ships?

Patches, balance updates, and LiveOps. Games live or die on their first month of updates, so we plan and staff for launch support before release day — not after the reviews come in.

Something more specific? [email protected] answers at any hour — typically within four.

Next Capability — N° 04AI→Systems that think, workflows that work 24/7.