Godot 4 · Unreal Engine 5 · 2D and 3D

Game development on Godot and Unreal Engine 5

We build playable things. A prototype that proves the core loop is fun, a vertical slice that raises funding, or a full production with multiplayer, live ops and a Steam release. Written in C++, Blueprints, GDScript and C#, tested on real hardware, shipped with the source.

Prototype in 4-6 weeks

What we build

From a core loop to a shipped build

Playable prototypes

One mechanic, done properly, on real hardware. The fastest honest answer to the only question that matters early: is this actually fun?

Vertical slices

A short section of the game at final quality — art, audio, UI and feel — the build you show to publishers, platforms and investors.

Full production

Gameplay systems, enemy AI, progression, save systems, settings, localisation, controller support and the thousand details that make a game feel finished.

Multiplayer and backends

Dedicated servers, replication, matchmaking, lobbies, player accounts, inventories and anti-cheat groundwork — built to survive a launch spike.

Tools and pipelines

Editor tooling, data-driven content, automated builds and CI so designers can iterate without waiting on a programmer.

Porting and optimisation

Frame time profiling, memory budgets, shader and draw-call work, plus platform ports when a game needs to run somewhere new.

Choosing an engine

Godot 4 or Unreal Engine 5?

Both are excellent and we work in both. The honest answer depends on your scope, your budget and where the game has to run. Here is how we actually decide.

Godot 4Unreal Engine 5
Best suited to 2D games, stylised 3D, mobile, fast iteration, small to mid budgets. High-fidelity 3D, large worlds, cinematic visuals, console targets.
Typical build cost Lower — smaller team, faster iteration, no licence fee at all. Higher — more content pipeline, longer build times, more specialists.
Royalties None. MIT licensed, free forever, no revenue share. 5% of gross revenue above the per-title threshold set by Epic.
Multiplayer Solid, but more of the netcode is yours to write. Mature replication system built in — a real head start for shooters and survival.
Team and hiring Smaller talent pool, simpler codebase, easy for one developer to hold in their head. Large talent pool and a huge asset ecosystem, but a steeper learning curve.
Our recommendation Pick Godot when speed, budget control and full ownership matter most. Pick Unreal when the visual bar is the product, or you are targeting consoles.

Deliverables

What lands in your hands

Full source and project files

The repository, the engine project and every asset we authored, with history. Yours outright.

Playable builds

Signed builds for your target platforms, produced by an automated pipeline you can run yourself.

Technical design document

Architecture, systems, data formats and the reasoning behind each decision — so the next developer is not guessing.

Build and release pipeline

CI that compiles, packages and uploads a build on every merge, including Steam depot upload when relevant.

Packages

Three ways to start

Game scopes vary enormously, so treat these as anchors. The final quote comes after a scoping call and is fixed in the contract.

Prototype

Prove the core loop before committing a real budget.

$5,000

4-6 weeks

  • One core mechanic, fully playable
  • Greybox level built for the loop
  • Placeholder art and audio
  • Builds for PC (Windows)
  • Playtest notes and findings
  • Full source code handed over
  • Written recommendation on scope
  • Engine choice advice included
Discuss this scope
Most chosen

Vertical slice

The build you take to publishers, platforms or a crowdfunding page.

$18,000

3-4 months

  • Everything in Prototype
  • 10-20 minutes at final quality
  • Production art, audio and VFX integrated
  • Full UI, menus and settings
  • Save system and progression
  • Controller support and accessibility basics
  • Steam page assets and build upload
  • Trailer-ready capture build
Discuss this scope

Full production

The complete game, from slice to launch and beyond.

Custom quote

6+ months

  • Everything in Vertical slice
  • All systems, content and levels
  • Multiplayer, dedicated servers, matchmaking
  • Backend: accounts, inventory, telemetry
  • Localisation and platform compliance
  • Performance budgets and QA passes
  • Launch support and live ops
  • Post-launch patch cadence
Discuss this scope

Prices are in US dollars and cover engineering and technical design. Original art, music, voice acting and store fees are quoted separately — we are happy to work alongside your own artists, or bring in people we trust.

Proof

We ship game projects, not just slide decks

RAVENSK is a hardcore post-apocalyptic survival game on Unreal Engine 5. We built and run its entire web platform: store, roadmap, news, media library and admin, in six languages.

01 Live

Ravensk.com

Web platform · Backend · Admin panel

Store packs, roadmap, news, a media library on object storage and a complete admin panel, server-rendered in six languages with proper hreflang SEO. The same team works across the game's web presence and its release pipeline.

  • Unreal Engine 5
  • Nuxt 3
  • Go
  • PostgreSQL
  • MinIO / S3
Visit ravensk.com
  • Unreal Engine 5
  • Godot 4
  • C++
  • Blueprints
  • GDScript
  • C#
  • Dedicated servers
  • Steamworks
  • Perforce / Git LFS
  • CI builds
  • Profiling
  • Playtesting

Process

How a game project runs

  1. 01

    Scoping call

    Your concept, references, target platform and budget. We come back with an engine recommendation and a staged plan.

  2. 02

    Technical design

    Systems, data model and architecture written down before production, so scope creep is visible instead of silent.

  3. 03

    Milestones

    Two-week milestones, each ending in a build you can actually play. No milestone is complete until it runs on your machine.

  4. 04

    Polish and QA

    Frame time, input feel, edge cases and crash hunting. The unglamorous phase that decides reviews.

  5. 05

    Release

    Store setup, build upload, launch-day monitoring and a patch plan for the first weeks.

FAQ

Questions clients actually ask

Can you make my game for $5,000?
We can make a focused, genuinely playable prototype of one core mechanic for $5,000. We cannot make a finished commercial game for that, and anybody who tells you otherwise is either lying or planning to disappear halfway. The honest path is prototype first, then decide on the real budget with actual information in hand.
Which engine should I choose?
Godot 4 if you want speed, lower cost, zero royalties and full ownership — it is excellent for 2D, stylised 3D and mobile. Unreal Engine 5 if high-fidelity visuals are the product itself or you are targeting consoles. We will tell you which one fits on the first call, even when it is the cheaper answer.
Do you work with our existing codebase?
Yes. We take over abandoned or inherited projects regularly. The first step is a paid technical audit — usually a few days — where we map the architecture, list the real problems and tell you honestly whether continuing is cheaper than restarting.
Who owns the game and the code?
You do. Full copyright and IP assignment is in the contract and signed before work begins. You get the repository, the project files and every asset we author. We ask only for permission to show the work in our portfolio, and we drop that clause if you prefer.
Can you do art and music as well?
Our core is engineering and technical design. For art, animation, music and voice we bring in specialists we have worked with, quoted transparently and separately — or we plug straight into your existing art team and asset pipeline.
How do you handle multiplayer?
Server-authoritative from the start, because retrofitting it later is the most expensive mistake in multiplayer development. Dedicated servers, replication, matchmaking and lobbies, with load testing before launch and telemetry so you can see what breaks.

Request

Tell us about your project

Fill in the form and we will come back with questions, a realistic timeline and a fixed quote. No obligation, no sales call unless you want one.

  • Reply within 1 business day
  • Free scope and fixed quote
  • NDA on request