Mobile Game LiveOps and Engineering Under One Roof

Your team builds the next game. We keep the current one shipping, with the engineers, producers and tools to run every event.

  • Our engineers and LiveOps producers work as 1 team, so nothing waits on a handover
  • Events, tuning and offers go live server-side, with no app store release
  • You see every hour we log, and get a weekly status on your calendar

Live Games We Have Engineered and Run

A minute from the live games our engineers built, shipped and kept running.

  • Olympic Games Jam: we co-developed its multiplayer mini-games end to end
  • Cubiverse: we built it, ported it from iOS to Android, and ran it live for 3 years
  • NASCAR Manager: we rebuilt a Hutch framework into a new live title on a compressed schedule
  • Forza Customs: we shipped 1,500 match-3 levels on a schedule that did not move

When the Team Moves On, the Calendar Does Not

  • How it usually goesHow it goes with Devoted
  • ✕Your leads are split between 2 gamesOur team stays on your live game full time
  • ✕The buffer goes first, and updates ship lateThe next milestone starts before the current one closes
  • ✕Store deadlines arrive as a surpriseStore deadlines are scoped work with a date

Keeping It Running and Making It Grow Are 2 Different Jobs

Engineering & Tools

01

Client and server features, remote config, event tooling and backend.

LiveOps Production

02

Calendar, roadmap, releases and weekly reports.

Game & Event Design

03

Events, balance, economy and progression.

QA & Release

04

Live QA, device coverage, store submission and hotfixes.

Analytics

05

KPI baselines, segmentation, split testing and churn analysis.

Art & UI

06

Seasonal themes, store UI and event art.

Teams Who Chose Devoted

WildWorks

NetEase Games

Visual Concepts

Xbox

Steel Wool

Obsidian Entertainment

Super Evil Megacorp

Mythical Games

Hidden Path

inXile Entertainment

Gearbox

Turtle Rock

Name the Machine

K Games

Dreamhaven

Windows

Meta

Hutch

Singularity 6

nWay

Annapurna

Second Dinner

6 Directors, Every Discipline Your Calendar Needs

Iryna Vishnetskaia
Iryna Vishnetskaia

Iryna Vishnetskaia

VP of Production

Jean-Francois Goulet
Jean-Francois Goulet

Jean-Francois Goulet

Tech Director

Jason Millena
Jason Millena

Jason Millena

Executive Creative Director

Igor Kovalov
Igor Kovalov

Igor Kovalov

Executive Art Director

Michael Bitsakis
Michael Bitsakis

Michael Bitsakis

Tech Art Director

Eugene Kasyan
Eugene Kasyan

Eugene Kasyan

3D Art Director

Alina Gribanova, BD Director at Devoted Studios
Your LiveOps contact
Alina Gribanova
BD Director, Devoted Studios

Tell me where your live game is today, and I will bring the producer who would run it to our first call.

Live titles we have run

Forza Customs

Car-centric Match-3 puzzle game
  • Match-3 Level Design & Progression
  • Designed close to 1500 levels for this car-centric Match-3

League of Legends

Premier Multiplayer Online Battle Arena (MOBA)
  • End-To-End Level Art Production
  • End-2-end characters
  • End-2-end Environment & Props
  • In-engine integration
Visibility

3 Things You Get Every Sprint

You see the work every week, not only when it ships.

01
●  Every day

Time Tracking

Every hour is logged against a JIRA task, so you always see where the time went.

02
●  Every week

Weekly Status

What shipped, what is late and why, and whether your calendar is on track or at risk.

03
●  After every release

Live Readouts

After every event or update, a short readout of what moved in your KPIs.

Engineering

Systems We Build Once and Run Every Season

Tools that are already proven on live games and ready for your title.

0app store releases
needed to change tuning, schedules or store content
liveops-toolkit

Remote Config

Tuning, schedules and store content change on the server, so updates skip store review.

● no client build

Event Templates

Milestone, tournament and collection events get re-themed each season instead of rebuilt.

● reused every season

Player Segments

Segments decide which events, offers and messages each player sees.

● per player

Telemetry

Every event ships with a KPI and a readout.

● measured from day 1

We Bring a Plan, Not a Task List

Every update starts from evidence. We arrive with a proposal and the reasoning behind it, so the conversation is about what to cut rather than what to do.

  • 01DiagnoseWe find out why players leave, segment by segment, before we decide what to build.
  • 02BuildWe invest in reusable systems, so every season costs less and does more.
  • 03ShipWe release on a steady cadence your players can feel. You decide what goes live.

Frequently Asked Questions

Devoted Studios is the right choice when you need help managing large projects across art production, co-development, and porting. Their production management team covers all of co-dev needs.

The earlier, the better. Involving us from the concept stage lets us help with technical planning, scope definition, and production strategy. That said, we can also join mid-project and quickly integrate with your team.

Yes. We’re used to jumping into ongoing projects and working with existing assets, pipelines, and codebases. We make sure our work integrates smoothly without disrupting your current workflow.

We work with Unity, Unreal Engine, and various proprietary engines.

We follow strict security protocols, NDA agreements, and …Your assets stay safe at every stage of development.

Choosing Devoted Studios means working with a game development company that offers full project visibility, a tailored strike team model, and leadership from AAA-experienced experts. Our processes cover ready-to-use submissions, transparent time tracking, and regular status reports. From full-cycle production to co-development or porting, we integrate seamlessly with your team to take your project from concept to launch without delays or quality compromises.

Our Game Development Company starts with you, sending us a quick note!

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