A publishing deal can look like a dream for many game studios. The publisher gives you money, support, and a way to get your game out to players.
But here’s the problem. One small line in the contract can cost you everything.
In Devoted Speakeasy Episode 36, Ninel Anderson, our CEO, spoke with Brandon Huffman, a lawyer from Odin Law and Media. Brandon has worked with Microsoft, Sony, Nintendo, and Netflix, and he knows the fine print that can make or break a studio.
Why This Matters for Game Studios
Game development is risky enough. Missing milestones, staff turnover, platform delays. Those are already hard to manage.
Imagine this:
Your game sells $10 million
Your royalty is 50%
You expect $5 million
But you get zero.
Why? The contract says the publisher collects all costs first, from your share.
This happens. And it’s only one of the risks Brandon warned about. Here are 5 of the most important clauses to watch out for.
Milestones That Block Payment
Most publishing deals pay after you hit milestones: alpha, beta, final.
The trap for studios:
Publishers redefine “done” and delay payment.
Extra feedback sneaks in as mandatory work.
You burn time and budget but still fail the milestone.
👉 Tips for game studio: Make every milestone clear in writing. Add rules for what happens if the publisher changes scope. Avoid vague language like “meaningfully consider feedback.”
Recoupment That Leaves You With Nothing
Recoup means publishers take back their costs before you get royalties. Some contracts apply this only to the developer’s share.
The trap: some contracts recoup 100% from the developer’s share. So if your game sells $10M and your royalty is 50%, you still see zero until all costs are cleared.
👉 Tips for game studio: Negotiate for shared recoup (costs split across both sides) or put a cap on recouped expenses. Always ask for transparent reporting.
Termination for “Convenience”
Some contracts let the publisher cancel whenever they want, with no payout.
The impact on studios:
Your team is left unpaid mid-project.
The publisher may keep the IP.
You have nothing to cover staff or overhead.
👉 Tips for game studio: Push for “termination for cause” only, or require the publisher to pay a fee if they cancel early.
Losing Creative Control Without Realizing
Publishers sometimes take creative control without calling it that. Clauses like “Publisher approval required” or “Feedback must be implemented” give them the power to dictate changes.
👉 Tips for game studio: If you’re working on your own IP, their role should be advisory, not controlling. Don’t sign away the right to decide how your game plays or looks.
Strategic Rights That Hurt Your Next Game
Publishers may ask for rights that reach beyond your current game:
Right of first refusal (ROFR): They get the first chance to publish your next game.
Last-look rights: They can match other offers.
Territory rights: They automatically get certain regions.
👉 Tips for game studio: Be careful. These clauses can scare away future partners and limit your studio’s growth.
Lessons From Devoted Speakeasy Ep. 36 With Brandon Huffman
Don’t sign anything you don’t fully understand.
One line in a contract can decide your studio’s future.
Things to check before signing:
Be clear on what each milestone means so payments don’t get delayed.
Make sure recoup costs are shared or capped so you aren’t left with nothing.
Push for fair termination terms so they can’t just walk away.
Keep creative control if the IP is yours.
Watch out for rights that tie up your future projects or deals.
Publishing contracts are survival documents, not just legal forms. If you don’t read the fine print, you risk losing your royalties, your freedom, or even your studio.
These five are the most common traps, but they’re not the only ones. From scope creep to dispute clauses, there’s a lot more hiding in the details.
That’s why Brandon’s full breakdown in Devoted Speakeasy Episode 36 is so valuable. He explains the strategies, the questions to ask, and the warning signs every studio needs to know – and there’s more of it.
Watch the full episode here to protect your game and your team.
Build Games Smarter With Devoted Studios
From art production to full co-development, Devoted Studios connects you with the talent and expertise to bring your game to life. We scale with your needs, plug into your pipeline, and help you deliver without the overhead of growing a massive in-house team.
If you’ve released a game on Steam, you know how fast feedback comes in. Thousands of players share opinions, ideas, and frustrations. But making sense of it all can feel impossible.
That’s exactly the problem Flavius Alecu, our Chief Technology Officer at Devoted Studios, set out to solve. His new tool, howtofixmygame.com, helps developers turn thousands of Steam reviews into clear, prioritized improvement lists. So they can focus on fixing what actually matters to players.
Flavius Alecu, one of Devoted Studios’ technical leads, built the tool based on what he’s seen in years of game production.
Many teams, even well-organized ones, struggle to keep up with player feedback after launch. Flavius wanted a faster way to turn that noise into something developers can act on.
Flavius is also a key member of Devoted Studios’ strong and innovative management team, highlighting the expertise behind the company’s technology leadership that clients and partners can rely on. His work reflects Devoted’s broader commitment to building practical tools that make co-development smarter, more transparent, and easier to scale.
The Problem: Steam Reviews Are Hard to Use
Steam reviews are full of useful information, but they’re rarely structured.
Developers spend hours scrolling through player comments trying to answer questions like:
What’s actually frustrating players?
Which bugs or systems get mentioned most often?
Are negative reviews pointing to one major issue or ten small ones?
For developers, this means hours of reading, tagging, and trying to find patterns. Larger studios might use internal tools or analysts, but smaller teams often rely on gut feeling, which makes it easy to miss what players are actually saying.
How Howtofixmygame.com Works
The idea behind howtofixmygame.com is simple: take all that unorganized player feedback and make it readable.
Here’s what it does:
You enter your Enter your Steam App ID or store URL to get started.
The tool scans reviews and groups recurring themes automatically.
It creates a list of issues or suggestions, sorted by how often they appear and how strongly players feel about them.
What you get is a short, prioritized list that helps decide what to fix or improve next, without spending days reading every review.
Why It’s Useful for Developers
Most teams already track community feedback through Discord, Reddit, or social media, but it’s easy to lose track of the bigger picture.
Howtofixmygame.com gives developers a quick overview of what players talk about most, and how those topics change over time.
It helps teams:
Spot repeating technical or gameplay issues
Organize bug-fixing priorities
Understand what players appreciate most
Plan updates with better context
For small and mid-sized studios, it’s a practical way to get structured insight without extra resources.
A Glimpse Into the Future of Game Feedback Analysis
Tools like howtofixmygame.com represent a broader shift in how the industry handles player feedback. Rather than treating reviews as anecdotal, developers can now use them as structured input for data-informed design and production decisions.
When teams understand exactly what’s frustrating or delighting players, they can make better design calls, plan updates more efficiently, and deliver games that resonate more deeply with their audience.
As games become more service-oriented, with frequent patches and evolving content, tools like this may soon become essential for post-launch success. And that’s good for both players and developers.
Try It Yourself!
If you’re working on a Steam title, check out howtofixmygame.com. It’s free, simple to use, and built by someone who understands the developer’s perspective firsthand.
And if you’re a studio looking for a co-development partner that brings the same kind of technical clarity to your projects, Devoted Studios can help. Our team combines engineering expertise, production efficiency, and player-centric insight to help studios scale smarter.
Work With Devoted Studios
From engineering, optimization to art production, our teams work alongside studios of all sizes to deliver quality results without losing creative control.
If you’re building a game and need a partner who understands both the creative and technical sides of production, we are your people.
Hiring managers look at hundreds of portfolios. Most are fine. A handful are unforgettable.
We put this guide together to help you build the second kind, drawing on lessons we’ve collected from our Get Hired podcast. In Episode 13, we spoke with Jessica Stites and Lacey Bannister from Maxis. In Episode 14, we talked with Dimitri Berman from Obsidian.
Between them, they’ve looked at more portfolios than most of us will ever send, and their advice is refreshingly direct. They told us what matters most, what instantly pushes a portfolio to the side, and the small details that quietly make the difference between a “maybe” and a “yes.”
The First Filter: Can You Finish Something We Can Ship?
When Dimitri explained how he reviews portfolios at Obsidian, he put it in the clearest way possible, “If I give you a task right now, can I tell from your portfolio that you’ll finish it and we can put it in the game?” That’s the test. Before a recruiter even picks up the phone, your portfolio has already done about 80 percent of the work for you.
What this means for you
Show complete, game-ready pieces, not only pretty WIPs.
Include final renders, wireframes, maps, and brief context on scope, tools, and constraints.
If you are a junior, include one or two small projects taken end to end. It proves you understand pipelines, not only sculpting.
Make Access Instant
When we asked Jessica and Lacey about the number one mistake they see, their answer wasn’t about modeling or texturing, it was access.
Portfolios that bury the good work under layers of clicks and menus get abandoned quickly. A hiring manager might be willing to dig, but the easier you make it for them to get a sense of who you are, the more time they’ll spend actually looking at your art.
A strong portfolio doesn’t waste those first ten seconds. A simple grid of hero pieces, each opening into a clean page with renders, breakdowns, and a short write-up, is all it takes. Put your reel and your résumé one click away. Skip the splash screens and background music. We heard it again and again: clarity beats cleverness every time.
That’s exactly why Devoted Fusion is built the way it is. On Fusion, artists don’t need to overthink portfolio design. Everything is laid out so hiring managers can see your best work right away. Your reel, your projects, and your details are one click away, no splash screens or buried menus. It mirrors what studios told us directly: clarity beats cleverness every time.
Match The Studio’s Style Without Guessing
You can be a phenomenal artist and still get a no if your work does not look like the studio’s game. On Get Hired, Dimitri is blunt about this. Reviewers look for someone who can start on day one and “gets what we are doing.”
How to tailor fit
Audit the art direction of your target studio. Stylization level, materials, proportion, language, and lighting.
Put 2 to 3 pieces in that exact lane. If you love anime, aim for studios that ship anime.
Keep variety elsewhere, but make sure your first row proves you can deliver their look.
Show Stylization Skill, Not Only Realism
Maxis cares deeply about stylization and technical construction. If your portfolio is only photoreal scans or hyper-detailed assets, you will be harder to place on a stylized life sim.
Bridge the gap
Include at least one stylized asset that keeps the heart of the object while simplifying shapes.
Prove construction thinking. Chairs, backpacks, cabinets, hair cards, and clothing with believable seams, closures, and deformation paths.
Explain how the asset will animate or be interacted with. Show thought about range of motion and where parts collide.
Make Your Work Easy To Quote
Large language models and human reviewers both love clean, self-contained facts. Structure your case pages so each section can be read and quoted in isolation.
Use this structure
What this is: 1 or 2 lines that set context.
Constraints: tri count, maps and sizes, engine, time box.
Goals: what visual or gameplay problem you solved.
Process in steps: sculpt, retopo, UV, bake, texture, integration.
Outcomes: optimization, memory win, or pipeline tweak.
Short, precise sentences win. They lift cleanly into hiring notes or internal chat threads.
Prove Technical Taste
The best portfolios show taste as much as technique. Reviewers on Get Hired called out the same details again and again.
Texture and material cues
Break up roughness. Nothing is uniformly shiny or matte.
Add wear where it earns it. Edge chipping, fabric pilling, grime that sits in crevices a little, not a lot.
Distinguish materials. Painted metal is not bare metal. Felt is not cotton. Plastic is not lacquer.
Topology and deformation
Clean loops around joints.
Sensible density. Spend where silhouette changes. Save where it does not.
For clothing, show seams and closures where they would exist in reality. It signals design literacy.
Lighting that helps, not hides
One hero shot can be dramatic.
The rest should be honest, neutral lighting that makes the model readable.
If a render is so perfect it looks like a poster but hides forms, dial it back. As Dimitri said, “I just want clean lighting where I can tell what I’m looking at.”
Show Range Without Losing Focus
Both Maxis and Obsidian like to see range and depth.
If you are a character artist
1 realistic character with hair, skin, and believable materials.
1 stylized character with clear shape design and clean topology.
1 outfit or hard-surface character prop that proves you can build and rig sanely.
If you are early in 3D
Consider environment art to get momentum. It is often easier to assemble a small, finished scene that proves composition, materials, and performance awareness.
Later, pivot to characters with a stronger grasp on world building and scale.
If you love rigging and skinning
Technical character artists are in demand. Include one rig breakdown, deformation tests, and a short Unreal setup if you can. On Get Hired, we heard that Unreal knowledge increases your value.
Make It Obvious You Collaborate Well
The portfolio opens the door. The conversation keeps it open. On Get Hired, Maxis leaders highlighted what they listen for once you get the call:
Openness and curiosity. Do you ask questions about the role and the pipeline.
Growth mindset. How you handle feedback and where you want to improve.
Team awareness. Can you sit with animators, engineers, and design to solve problems.
Initiative. Have you onboarded someone? Have you documented a small tool or step that helped others?
Layout Mistakes That Quietly Kill Great Work
From our Get Hired portfolio breakdowns, these patterns kept showing up:
Labyrinth navigation. Nested galleries and mystery menus.
Over-busy designs. Cool for posters, hard to read in games. If your face or key forms get lost, simplify.
Uniform wrapping and noise. Bandage wraps, stitches, or fabric patterns that repeat perfectly. Break them up.
No context. Beautiful renders with no poly count, no texture sizes, no explanation of decisions.
Only fan art. Fan art is fine. If it is all you show, add at least one original piece that proves design thinking.
AI tells. Hands, digits, jewelry, or fabric behaving in impossible ways. Reviewers do zoom. If a shot looks too perfect but forms do not add up, trust drops.
Entry Level Is Real. Trainability Matters.
Maxis does hire juniors right out of school and has a structured onboarding approach. If you are new, your job is to show trainability.
What to include:
A short section titled “How I Work”. One paragraph on your pipeline and tool choices.
A breakdown that shows before and after learning. For example, first cloth sim vs improved pass after feedback.
A note on time boxing. “Blocked mesh in 6 hours. Final pass in 22 hours.” It shows planning and pace.
Your Hero Pieces: What “Great” Looks Like
Pulling direct cues from what our guests praised on Get Hired:
Hair that breaks cleanly into clumps and flyaways. Brows that sit in the skin, not on top.
Texturing that tells a story. Scratches where a weapon would drag. Wax dripping where a candle would melt.
Shape clarity. Strong silhouettes, clear negative space around weapons and limbs, and poses that communicate intent or emotion.
Material separation. Leather vs coated fabric vs metal feels distinct at a glance.
Poses with purpose. Avoid symmetrical, noncommittal stances. Hands and shoulders sell character.
A Repeatable Portfolio Build Plan
Pick your target studios. Note style, engine, and constraints.
Choose three hero pieces that match the target. One stylized, one realistic, one technical.
Plan constraints before you start. Set budgets and map sizes as if you were on a team.
Build with breakdowns in mind. Capture steps and decisions as you go.
Light honestly. One dramatic hero shot, then neutral light for clarity.
Write the one-page case. What this is, constraints, goals, steps, outcomes.
Ship and iterate. Get feedback from working artists. Apply two concrete notes. Reship.
FAQ
How many pieces should I show?
Six to nine is plenty for a first pass. Lead with your three strongest. Hide anything older that drags the average down.
Is fan art okay?
Yes, if it matches the style of the studio you want. Add at least one original concept or design-driven asset to prove you can make decisions, not only copy.
Can I get hired without shipped games?
Yes. Maxis, for example, routinely trains strong juniors who show taste, fundamentals, and the ability to learn.
What about reels vs stills?
For animation roles, a reel is essential. For modeling and texturing, stills plus clean breakdowns are often faster to assess, with a turntable for clarity.
Looking for real briefs and faster feedback?
Studios and freelancers connect on Devoted Fusion to work on paid projects without admin hassle. If you want experience that hiring managers trust, build with real constraints on Fusion and turn that into portfolio pieces that say “yes” for you.
What does it really take to become an Art Director in games?
For Minoh Kim, it started in QA.
For Artem Volchik, it started in modding.
For Billy Ahlswede, it started with a comic book portfolio and a love for fantasy.
All three have held leadership roles at Riot Games… but their stories couldn’t be more different.
We’ve all asked ourselves: “Am I on the right track?” Hearing how these art directors built their careers helped us see just how many ways there are to grow, and why the detours often matter most.
Minoh Kim: From Game Tester to Art Director at Riot.
Before becoming an Art Director at Riot, Minoh started out as a game tester at Sony.
He spent his early career toggling between concept art gigs and internal QA roles. That gave him two things:
An eye for design that serves gameplay
A deep respect for how games actually get built.
“There’s a difference between just an artist and a game developer… this pixel doesn’t have to be the most beautiful thing ever, but it has to work for what the game’s design is.”
Today, Minoh leads with that same mindset. To him, great art direction starts with strong fundamentals, and a willingness to collaborate across disciplines.
Artem didn’t follow a traditional path. He didn’t go to art school. He learned by doing. Through modding, passion projects, and working with small teams.
What moved his career forward wasn’t a degree. It was the experience he built over time. That eventually led him to roles at Riot, Bungie, and now his own studio, Raid Base Inc.
One thing he cares about deeply is helping artists spend more time on meaningful creative work and less on repetitive tasks.
“We should really make artists’ lives better. Less repetitive work, more focus on the stuff that moves the needle.”
He brings a systems-thinking approach to art direction, especially when it comes to pipelines, tools, and tech that supports creative freedom.
Billy Ahlswede: From Fantasy Sketches to Stylized Worlds.
Billy’s path mixed a love for fantasy with being in the right place at the right time.
He joined Riot early on during League of Legends, then moved to work on Legends of Runeterra. After several years there, he took a new step and joined Elodie Games as Art Lead.
Why the change?
“You have to realize the game you’re working on might not be the game you love. I wanted to work on something that felt more like me.”
Billy’s approach to art direction blends playful stylization with technical rigor. He’s known for building scalable pipelines that still feel expressive, like using grayscale base tones for coloring, or stylized proxies to speed up iteration.
What Can We Learn?
No two journeys look alike, but here’s what kept coming up:
You don’t need a fancy degree if you’ve got real experience
Great art direction means thinking about the whole system, not just the visuals
Making games is a team effort, and your art has to help the player
Sometimes the biggest growth comes from taking a risk or trying something new
Listening to them reminded us there’s no one right way to build a career in games. You just have to keep learning, stay curious, and find what works for you.
Deadlines, tools, and budgets are important, but they are not enough on their own to carry a game to release.
Have you ever tried to do your best work in a place where you don’t feel safe to speak up, or where nobody notices your effort? It’s tough, right? Now imagine the opposite. You’re surrounded by people who listen, encourage, and value your input. Which team do you think performs better?
There is evidence that shows exactly why this matters.
Statistics courtesy of Johns Hopkins University
Stress is a part of almost every workplace, but the numbers are eye-opening. In the U.S., 39% of full-time workers report moderate stress, 27% report low stress, while nearly one in four (23%) say they face high stress. Another 6% even describe their stress as unsustainable.
Now think about what that means in game development. Projects stretch over months or years, deadlines change, and everyone is forced to be creative all the time. If a third of a studio is working under high or unsustainable stress, quality starts to slip, morale drops, and turnover becomes harder to avoid.
If you are leading a team in game development, the responsibility starts with you. The culture of a studio or project is not built by accident. It is shaped every day by the way leaders communicate, recognize effort, and set the tone for collaboration.
What Does a Healthy Work Environment Look Like in Game Development?
We’re not just talking about comfy chairs or coffee in the break room (though those help). A healthy workplace is about how people feel when they show up every day. Do they feel safe to share ideas? Do they feel respected? Do they feel like their contributions matter? If the answer is yes, the results show up in project performance.
Signs of a healthy workplace in game development
You feel safe to share your ideas.
People respect and recognize your work.
Leaders stay positive and supportive.
Communication is open and clear.
At Devoted Studios we not only believe, but know that a healthy workplace is a powerful driver of team performance and motivation. We’ve seen again and again that projects don’t just succeed because of talent or tools. They succeed because of people. And people do their best work when they’re in a healthy, supportive environment.
With 15 years of leadership experience, our VP of Production, Iryna Vishnetskaia, knows the impact of culture on teams.
So, let’s talk about what that ripple effect looks like.
“A healthy workplace is a powerful driver of team morale. When leaders foster an environment where people feel safe, respected, and valued, it creates a motivational ripple effect.”
Boosting Team Motivation
If you’re wondering how a healthy workplace can boost motivation in game development, our answer is simple. Motivation is contagious.
We’ve noticed something about motivated teams. They deliver better results. And motivation often has less to do with deadlines or paychecks, and more to do with how people feel in their environment.
In supportive workplaces, people are more likely to:
Put in their best effort.
Stay engaged without burning out.
Feel proud of their work and the team they’re part of.
“High morale lays the foundation for stronger collaboration, creativity, and collective success.”
Encouraging Creativity and Innovation
Have you ever had a great idea for a game feature but kept it to yourself because you were worried people might laugh or shoot it down? That’s what happens in an unhealthy workplace, and it can cost the project some of its best ideas.
That’s why psychological safety matters. As Iryna says, “When people feel safe to share ideas without fear of criticism, creativity flourishes. Your team is more likely to suggest innovative solutions, take risks, and explore new possibilities.”
At Devoted Studios, we make a point of celebrating both big and small achievements. That recognition keeps creativity alive, especially in game development where new ideas are everything.
A few simple ways we encourage creativity:
Let everyone contribute to brainstorming sessions.
Treat experiments as learning opportunities.
Remind people often that their input matters.
Communication Gets Easier
Good communication is like oil in the engine of a project. Without it, everything slows down. In a healthy environment, communication flows naturally. People share feedback, ask questions, and raise concerns without hesitation.
The results?
Fewer misunderstandings.
Faster problem-solving.
More trust in the team.
We also love celebrating progress during updates, no matter how small it is. Sharing small wins keeps the team aligned and gives everyone a reason to feel proud.
Stronger Bonds Between Teammates
A healthy workplace doesn’t just build good projects. It builds strong connections. When people encourage and respect each other, they feel like more than just coworkers. They feel like a team.
Iryna describes this as camaraderie. It’s the sense that “we’re in this together.” Teams with strong bonds can handle challenges better and celebrate successes bigger.
Resilience Grows in a Supportive Workplace
Every game project runs into problems at some point. What really matters is how the team reacts when things get tough.
Iryna told us about her experience leading a global team on W2K22 projects at Devoted Studios. In the early stages, the art style they created did not match what the client wanted, and the team had to start over from the beginning. In a high-pressure project like that, it would have been easy for morale to drop.
Instead of letting frustration take over, the team made a simple change. They started having daily check-ins with the client, showing progress step by step. This made communication smoother, built trust, and turned a difficult situation into a success.
Iryna focuses on building a culture that not only celebrates wins but also learns from failures. By doing this, we keep trust high, motivation strong, and creativity alive. Recognition is essential for both team unity and innovation, especially in a fast-changing industry like game development.
Healthy Teams Begin with Good Leadership
You might be thinking, “This all sounds nice, but what does it actually mean for business?”
The short answer is… Better workplaces means better results.
A supportive workplace is one of the smartest investments a game studio can make. When people feel safe, respected, and recognized, they stay motivated to perform at their best. Loyalty also increases, which means the studio avoids the high costs of constant recruitment, onboarding, and knowledge loss. Instead of losing time to turnover, leadership can focus on building stronger teams and better games. In the long run, the savings in both money and time are matched by gains in morale, creativity, and innovation.
This is what allows studios to deliver high-quality games on time.
So, how do you actually create this kind of workplace? Here are a few steps we focus on:
Stay positive and set the tone.
Recognize contributions, even small ones.
Encourage open feedback.
Give people opportunities to collaborate.
Value different perspectives and backgrounds.
Small actions build up to big changes.
At Devoted Studios, we have learned that a healthy environment is the secret behind strong projects. It keeps motivation high, sparks creativity, makes communication smoother, and helps teams stay united even when things get tough.
“I truly respect leaders who highlight and focus on positive outcomes and small wins during communication with their teams. Based on my experience even the smallest achievements deserve recognition. Trust me, by celebrating them with your team you will boost the team’s confidence and reinforce unity.”
– Iryna Vishnetskaia, VP of Production at Devoted Studios
So here is our question for you. When you look at your team right now, what kind of environment are they working in? And even more importantly, what is one small step you could take this week to make it healthier?
If you’ve played Sunderfolk, you’ve probably noticed how polished and unique it feels. Maybe you’ve even wondered how much thought went into every little detail.
Sunderfolk is a Unity tactical RPG developed by Dreamhaven. It features turn-based battles, cooperative gameplay, and a richly stylized underground world. Our team at Devoted Studios supported the project by working on core gameplay systems, UI, animation, shaders, and performance optimization.
We’re excited to share a full breakdown of the work our team contributed to Sunderfolk!
Project Overview
Tech Art – Shaders, VFX & World Visual Fidelity
Creating the visual tone of Sunderfolk meant balancing art direction with performance. We worked closely with the art team to build shaders and visual tools that would support the game’s painterly style, magical elements, and atmospheric lighting.
✨Custom Shader Framework
Sunderfolk has a painted, atmospheric look that feels different from most games. To help achieve that, we co-developed a custom stylized shader framework using Unity’s Shader Graph and HLSL.
Here’s what we built:
Rim lighting and gradient mapping to add visual depth to characters and props
Stylized water shaders with depth blending, foam, and reflections
Depth-based fog for layering inside caves
Edge outlining using SDF to help characters stand out in gameplay
Glow shaders for crystals with animated emission and subtle distortion
Tree leaf shaders that respond to wind using world-space vectors
The shader system was designed with performance in mind and exposed key artistic parameters for real-time tweaking by the art team.
✨ Dynamic Lighting Effects
We also supported building lightweight tools for in-game effects:
Emissive material masking on spells and crystals
GPU-friendly bloom and sparkle overlays for magic effects
Volumetric light shafts used around the Heart Tree crystal, driven by vertex alpha
Water rendering optimized for GPU performance
These effects helped make the world feel more dynamic and alive, while keeping everything running efficiently.
Engineering – NPCs, AI & Pathfinding
To bring Sunderfolk’s world to life and make sure it ran well across platforms, we focused on performance systems and gameplay logic that supported a smooth tactical experience in Unity.
✅ Rendering and Asset Optimization
We improved rendering efficiency by adjusting asset configurations and optimizing shader performance. This helped reduce GPU and CPU load while keeping visuals crisp.
✅ Resource and Memory Management
We completed passes to streamline resource usage, including mesh and texture optimizations. As a result, load times got faster and memory usage became more stable.
✅ Scene and UI Performance
To keep tactical UI responsive, we trimmed unnecessary scene elements and reduced overhead in UI rendering. This improved frame construction and kept the interface feeling snappy.
✅ System Logic Improvements
We refined internal systems to reduce CPU spikes and increase stability. These updates helped performance across platforms, especially during local co-op.
✅Platform Feature Integration
We supported platform-specific implementation and testing across consoles, making sure everything was functional and passed certification requirements.
✅ Lightweight NPC AI
While we didn’t create a full behavior system, we helped build a lightweight solution for NPCs to walk the levels using NavMeshAgents. Basic decision logic and event triggers powered ambient movement and simple interactions.
UI/UX – Multiplayer, Devices, and Battle Readability
To help players stay engaged and informed during combat, we supported the integration of clear and readable UI systems. The work focused on making the tactical interface intuitive, responsive, and optimized for performance.
Companion Device Integration
To support Sunderfolk’s couch co-op experience, we supported and helped with optimization on a companion UI system that allows mobile devices to act as player inputs.
Key elements included:
Device pairing via local network discovery
Dynamic class selection and sync (Bard, Berserker, Arcanist, Rogue)
Spell management and card-based turn input
Responsive layout for both portrait and landscape modes
Everything was built using Unity’s UI Toolkit. That gave us flexibility with styling and animation while keeping the interface lightweight and responsive.
Tools and Optimization
Behind every smooth game experience is a lot of behind-the-scenes problem-solving. We built tools to help the team test, fix, and improve the game’s performance across different platforms.
Streamlining the Build and Performance
Behind the visual polish and responsive gameplay, we built tools to help the team test, improve, and ship Sunderfolk smoothly across platforms. Performance and efficiency were key goals.
To support the porting and multi-platform optimization, we:
Created batching tools for LOD generation and lightmap baking
Implemented shader keyword stripping to reduce build size
Completed shader optimization
Profiled GPU/CPU spikes in high-density environments
Built internal debugging tools for AI, NavMesh links, and event tracking
These systems helped make development faster and more efficient across all stages of the project. This kind of work fits into shader optimization Unity and supports Unity tactical RPG development best practices.
That’s a Wrap!
Our work on Sunderfolk focused on building systems that supported visuals, gameplay, and performance. From UI and animation to shaders and pathfinding, our goal was to make tools that helped the team move faster without giving up quality.
The Nintendo Switch 2 officially launched on June 5, 2025, and honestly, it’s everything fans were hoping for. In just the first four days, it sold 3.5 million units, making it the biggest console launch in history. With millions of original Switch owners ready to upgrade, and a noticeable jump in performance and graphics, this next-gen hybrid console is opening new doors for developers.
For developers and studios, the opportunities are exciting. But the decisions ahead can feel complex. What should you prioritize? How do you plan your next build or port? And what does all this mean for your pipeline?
At Devoted Studios, we’ve been keeping a close eye on everything. Hardware details, dev kit updates, even early experiments from the dev community. We’ve also seen Unity’s official support for Switch 2, which means studios can start preparing real pipelines right no
As a trusted co-development partner, we’re here to help studios think ahead, build smarter, and take full advantage of what the Nintendo Switch 2 makes possible.
Nintendo Switch 2 vs. Switch 1: What’s Changed for Developers?
At first glance, the Nintendo Switch 2 doesn’t look wildly different from the original. But under the hood, there are big changes that make it a much more powerful console for both players and developers. Here’s a breakdown of how it stacks up, and what that means for game dev.
Power and Performance: More Room to Build
The biggest leap is in performance. According to Nvidia, Nintendo Switch 2 has 10x the graphics power compared to the first Switch. That means smoother gameplay, better lighting and effects, and more room for complex systems like AI and physics. It also supports DLSS, which upscales visuals without hurting frame rate.
Feature
Switch 1
Switch 2
RGPU/CPU
Custom Tegra chip
New custom Nvidia chip with DLSS
RAM
4GB
Expected 12GB (based on leaks)
Storage
32GB
256GB, expandable
Battery
4,310 mAh (4.5–9 hrs)
5,220 mAh (2–6.5 hrs)
So what does all that power actually mean for developers?
On the original Switch, you probably had to scale back. Lower texture sizes, simpler environments, fewer NPCs on screen. With the Switch 2, you’ve got more headroom to work with.
And with DLSS, you don’t need to brute-force every frame. The system can upscale intelligently, letting you save on GPU load while still delivering sharp, high-quality visuals.
Basically, Nintendo Switch 2 opens the door to console-quality experiences in a hybrid format (something developers have wanted since the first Switch launched *wink wink*)
Joy-Cons and Controls
The Switch 2 Joy-Cons are bigger and connect magnetically instead of sliding into plastic rails. They’ve got better shoulder buttons, new detaching mechanisms, and even a mouse mode that lets you use them for games like strategy titles or simulations.
This opens up fun new design possibilities, especially for unique control schemes or local co-op.
Display and Visuals
The new screen is 7.9 inches with 1080p resolution, up from the original’s 6.2 inches at 720p. It can hit 120Hz in handheld mode, and even output up to 4K when docked (for supported games).
Feature
Switch 1
Switch 2
Screen
6.2″ LCD, 720p
7.9″ LCD, 1080p, 120Hz
TV Output
1080p
Up to 4K
HDR & VRR
No
Yes (up to 120Hz)
With support for 120Hz in handheld mode and 4K output when docked, the Nintendo Switch 2 gives developers a lot more room to create visually impressive experiences.
For developers, this means:
Faster, smoother gameplay for action games, racers, or anything that benefits from high frame rates
Crisp, detailed visuals that look great on big screens and modern TVs
More space for stylized art or cinematic visuals without worrying about blur or pixelation
Support for HDR and variable refresh rate (VRR), making lighting and motion feel more natural
If you’re building a game with rich animation, atmospheric lighting, or fast-paced movement, the Switch 2 gives you the tools to make it shine, with smooth visuals and rich detail both on the couch and on the go.
Docked Versus Portable and What Developers Need to Know
Switch 2 is powerful, but that power depends on how it’s used by players.
In docked mode, you get more processing power, better cooling, and up to 4K output
In portable mode, the system reduces performance to save battery, which can limit playtime for demanding games
Development: Building for Switch 1 vs. Switch 2
The first Nintendo Switch always demanded creative workarounds. Studios had to optimize for limited memory, compressed textures, and simplified systems. Now, the Switch 2 gives dev teams more space to dream, but smart technical planning is still crucial.
Expectations will rise. Just because the hardware improves doesn’t mean performance challenges go away. Studios must still build with platform-specific constraints in mind:
Memory-efficient level streaming
Asset compression and loading strategies
UI scaling for handheld vs. docked
As a co-development partner, we’ve helped teams navigate these questions across multiple generations. That experience will matter even more in the transition to Switch 2.
Unity Confirms Official Support for Nintendo Switch 2
On April 2, 2025, Unity officially announced that its engine will support Nintendo Switch 2 development via Unity 6, offered as an add-on for approved Nintendo developers. This is big news for teams working in Unity who want to prepare for a Switch 2 launch or post-launch release.
“Unity has battle-tested our support for Nintendo Switch 2 through hands-on development of a day-one launch title,” said Unity CEO Matthew Bromberg.
Here’s what Unity developers can expect:
Rendering & performance enhancements like URP, GPU Resident Drawer, and Spatial-Temporal Post-Processing
Improved multiplayer capabilities tailored for Nintendo Switch 2
Streamlined porting for existing Switch games to Switch 2
Full compatibility with Unity 6’s input system and build tools
While the tooling is still rolling out, this confirms that Unity-built games will be ready to target Switch 2 from day one. If you’re building in Unity and working with a co-dev team, now’s the time to prepare your pipelines.
What We’re Watching as a Co-Dev Partner
According to The Game Business, many developers are still waiting for Switch 2 dev kits. Nintendo has prioritized major publishers and launch partners, while smaller studios are eager to join the platform but remain in a holding pattern.
At Devoted Studios, we’re staying close to these developments. We know how important it is for teams to get a head start on toolchain setup, content strategy, and cross-platform planning, even before dev kits land.
Here are some of the trends we’re watching, and supporting across our co-dev projects:
🎨 Stylized games will thrive
The Switch audience has always loved creative, expressive art styles. With better GPU performance, those visuals can be brighter, richer, and more dynamic than ever.
📱 Hybrid-first design is becoming standard
Games need to feel natural both on a handheld screen and a TV. UI scaling, font sizes, control schemes, and performance targets all need to adapt.
🧩 Modular development will save time
Clean, modular builds with reusable assets make future porting easier. If you’re planning for PC or other consoles too, now’s the time to build smart.
🌐 Multiplayer games will improve
Unity’s new tools point to stronger support for online features. Studios building multiplayer or live-service elements should align early with these changes.
🚀 Cyberpunk 2077 as proof of third-party potential
The fact that Cyberpunk 2077 is coming to Switch 2 says a lot. Big, AAA games that used to be “too much” for a hybrid console are now possible. It shows that if you plan things right and optimize your build, even the most detailed games can run smoothly on Nintendo Switch 2.
Ready to Start Planning for Switch 2?
The Nintendo Switch 2 is already shaping the future of handheld and console development. With stronger specs, improved tools, and a growing player base, it’s a great platform for studios who want to push creative ideas without leaving behind accessibility and reach.
At Devoted Studios, we’re here to help you plan smart, build scalable systems, and support your vision across platforms. If you’re starting a project now or thinking about how to expand in the future, this is the perfect time to start laying the groundwork.
The State of Unreal 2025 just dropped a wave of updates, and our team at Devoted Studios was front and center. As a co-development partner supporting some of the most ambitious AAA games, we’re always looking at how new tools can shape faster pipelines, richer visuals, and better collaboration across the board.
Here is a summary of what is important and how we are already considering using these into our production flow, from MetaHuman updates to scene graphs and stylized animation tools.
MetaHuman 5.6 Is Changing How We Approach Character Work
MetaHuman just leveled up. The new parametric body system lets artists fine-tune character proportions based on real-world dimensions, and that’s a big deal for co-dev.
When we’re collaborating with studios on realistic character design, this feature means:
For co-development teams like ours, that also means less back-and-forth and more time spent getting things right from the start.
Key updates that speed up our workflow:
Parametric body system for precise control over character proportions
Real-time facial animation using a standard webcam or audio input
Outfits and grooms that auto-adapt to body shape in real time
Audio-driven animation that includes head motion and mood adjustments
New tools like the Groom Tools for hair and the Expression Editor for detailed facial work
We also love the expanded toolset: MetaHuman for Maya and Houdini keeps things flexible across studios, and with MetaHumans now tradeable on Fab, we see new ways to kickstart production faster.
Real-Time Lighting and Tech Art Are Becoming the New Standard
Epic’s new dynamic lighting system with built-in day/night and weather cycles is exactly what co-dev teams like ours need when working on shared worlds.
This makes it easier for us to:
This system works well with Lumen, Unreal Engine’s dynamic global illumination and reflections tool. Lumen gives us realistic bounce lighting and reflections across detailed environments. It supports both large open worlds and small interior spaces, and works smoothly with features like Nanite and World Partition.
We also use Chaos Cloth and Chaos Flesh to create more believable cloth and muscle movement. These tools give us realistic results with less manual tweaking, which helps us save time and keep performance high during production.
Scene Graph Makes Production Smoother and Easier to Scale
The new Scene Graph in Unreal offers a clean, hierarchical structure that simplifies large environment builds. When we’re collaborating across teams and time zones, organization is key.
Scene Graph helps by:
It’s a small change that solves big problems in co-dev.
We’re especially excited about this because it improves clarity and handoffs across departments. It helps our teams stay in sync, make updates quickly, and avoid errors when multiple people are working in the same space. For us, it means smoother workflows and more confident production at scale.
Unreal Animation Framework: Syncing Motion Across Characters
The all-new Unreal Animation Framework introduces support for parallel animation evaluation, multi-character motion matching, and physics-driven secondary animations.
That’s a huge upgrade for us when we’re handling:
Cinematic sequences with multiple characters
Cutscenes with reactive animation
Combat interactions requiring smooth transitions
It makes animation feel more responsive, even in early stages, and helps us save time during polishing.
The update also includes a new experimental plugin called Sequencer Anim Mixer, which allows smoother transitions between gameplay and cinematics. The new Stitch track uses motion matching to find the best transition point between dynamic gameplay and sequenced animation. This is especially useful for teams working on story-driven or action-heavy titles.
Additional features like better root motion support, custom animation tracks in C++, and improved compatibility with Animation Blueprints give us more flexibility to blend gameplay and narrative moments with consistency and control.
Stylized Looks Now Happen Right Inside Unreal Engine
One of the most exciting reveals from Unreal Engine 5.6? Are stylized and 2D animation directly inside Unreal.
For projects looking to move beyond photorealism, this means:
We’re already seeing more demand for unique art styles, and these tools give us the flexibility to experiment without adding extra post-production steps.
We’re Excited to Bring These Unreal Engine 5.6 Tools Into Our AAA Co-Development Workflow
The updates from State of Unreal 2025 open up new ways to work faster, collaborate better, and push quality even further. From real-time animation tools to faster streaming and smarter worldbuilding, Unreal Engine 5.6 gives us more control and flexibility across the board.
We’re excited to bring these tools into our pipeline and continue supporting studios with scalable, production-ready co-dev solutions. These improvements help co-dev studios like us deliver better results while staying aligned with creative goals and production timelines.
If you’re looking for a game co-development partner who knows how to get the most out of the latest Unreal tech, we’d love to connect.
We all know where we are right now. The game industry is going through one of its most challenging chapters. Budgets are ballooning, production timelines are harder to predict than ever, and the fear of layoffs has become part of the daily reality for developers and artists alike.
To better understand how studios are navigating these pressures, we spoke with Jason Millena, Executive Creative Director at Devoted Studios.
With over two decades of experience, Jason has helped ship a wide range of titles across genres and platforms. His past work includes Lord of the Rings mobile games, Hunger Games, Legacy of Zeus, Bitizens, RuneScape Mobile, and several AAA projects for Disney IPs.
Shipping more, alongside industry demands, with fewer people, less time, and tighter budgets is a challenging task.
The Reality Check: Mapping Today’s Challenges in Game Development
Things are tough, and we’re all feeling it.
Game development has become more expensive, harder to plan, and less stable than ever before. Studios are under pressure to move fast, save money, and make smart decisions, all while trying to avoid burnout and layoffs.
According to this year’s GDC State of the Industry survey, 11% of developers reported being laid off in the past year, with those in narrative roles taking the hardest hit — 19% of respondents in that field were affected. Business and finance roles saw the lowest reported layoffs at 6%, but even that number paints a concerning picture.
The ripple effects go even deeper: 41% of developers said they’ve felt the impact of layoffs in some way. That includes 29% who’ve seen their direct colleagues let go, and another 18% who’ve seen it happen to other teams. A small but sobering 4% said they were laid off due to full studio closures.
As for why these layoffs are happening? There’s no single answer. 22% said restructuring, 18% pointed to declining revenues, and 15% cited broader industry or market shifts. Strikingly, nearly 1 in 5 developers (19%) said they weren’t given any reason at all.
It’s a lot to take in, but before we get into how to fix it, let’s take a moment to map out the key challenges clearly. Only then can we talk about what a better path forward looks like.
Doing more with less
Nearly 70% of developers said they’re trying to do more work with fewer resources. 45% are using productivity tools to move faster, and 24% are trying to get better results from their monetization and live ops budgets.
Some studios are also choosing to stay small on purpose. Around 20% said they’re staying lean to avoid big risks, like overhiring or taking on debt. 10% are avoiding hiring more people, 6% are not borrowing money, and 4% are even slowing down their growth just to stay safer in this uncertain market.
Shipping more, alongside industry demands, with fewer people, less time, and tighter budgets is a challenging ask. Tools can help of course, but they don’t fully solve bandwidth challenges. They also can’t solve the pressure of needing to deliver meaningful, high-quality content without burning out your team.
He explained that some studios are staying small on purpose, and that makes sense. “You avoid overhiring, you stay nimble, communications are more streamlined, and you protect your culture,” he said. “But a big tradeoff is capacity. You’ve got the ideas, you’ve got the quality bar, but you often need more hands to execute.”
According to Jason, this is where the right co-development partner can make all the difference.
“Co-development gives you that,” he said. “Not just as outsourcing, but as a true extension of your team. One that’s aligned with your goals, your priorities, and your style of working. It’s a way to keep your creative vision intact without compromising scope, quality, or sanity.”
He added, “It’s not about doing more for the sake of more. It’s about doing the right things, with the right people, while keeping your core team focused on what matters most.”
Uncertainty, layoffs & instability
We’ve all seen the headlines. Restructures. Layoffs. Teams folding mid-project. Talent is being pushed out, and companies are struggling to retain expert contributors. Scaling up or down feels risky when no one’s sure what the next quarter will bring.
Over the past few years, the games industry has seen a sharp increase in layoffs, with 8,500 developers laid off in 2022, 10,500 in 2023, and projections showing 13,750 in 2024. Major companies like Embracer Group, Microsoft Game Studios, and Electronic Arts have all reduced their headcount significantly, contributing to the instability in the industry.
These layoffs are having ripple effects across the workforce, with many developers seeing their colleagues, or even entire teams, let go. This instability creates a constant cloud of uncertainty for those still working in the field.
“This uncertainty weighs on people,” said Jason. “It makes planning harder. You’ve got a roadmap to hit, but scaling up feels risky when the future’s unclear.”
The Future of Gaming is Disrupted by New Forces
As the game development industry navigates through rising costs, layoffs, and unpredictable market conditions, its future is being reshaped by three major forces that are transforming how games are made, played, and experienced. These forces are driving the industry forward, creating new opportunities, but also presenting new challenges.
As the game development industry navigates through rising costs, layoffs, and unpredictable market conditions, its future is being reshaped by three major forces that are transforming how games are made, played, and experienced. These forces are driving the industry forward, creating new opportunities, but also presenting new challenges.
Massive online communities
Online communities have become an important part of the gaming experience. What started as small forums has now grown into massive global networks where players not only play but also create, share, and interact.
New competitors from outside gaming
Companies like Microsoft, Google, and even non-tech brands like Nike and Adidas are dipping their toes into the gaming industry. They bring with them vast marketing power, massive user bases, and fresh perspectives that challenge the status quo
Rapid AI experimentation
AI is revolutionizing game design by personalizing environments, driving NPC behavior, and enhancing player interactions. Developers are using AI to automate tasks, optimize mechanics, and even generate content, creating more immersive and dynamic experiences. As AI evolves, it’s set to redefine gaming by adapting to player behaviors, offering unique and personalized experiences each time.
 
As Jason put it,
These shifts are exciting, but they’re also overwhelming when you’re in the middle of trying to ship something tangible. On the creative and design side, it becomes hard to balance focus with flexibility. Your instincts push you to lean into emerging trends, communities, new tech, and evolving platforms, but the day-to-day reality of development doesn’t always leave room for that level of experimentation.
Jason highlighted how the right co-development partner can shift the pace and potential of a project. “It’s not just about getting things out the door,” he said. “It’s about bringing in fresh thinking, exploring tools like AI in a safe way, or quickly prototyping ideas without pulling your core team away from mission-critical work.”
He continued, “In a space that’s moving this fast, having partners who can scale and shift with you isn’t just useful. It’s essential.”
Devoted Studios’ Co-Development Approach is a Response to the Industry Challenges
At Devoted Studios, we’ve completely reimagined co-development. We don’t see it as a side service or just an add-on, but rather as a strategic solution to many of the challenges that game studios are facing today.
We know that the industry is evolving, and so are the needs of the studios and the talent. As projects grow more complex, the traditional model of relying on a single, in-house team for every stage of development is increasingly difficult to maintain. That’s why we’ve made co-development the cornerstone of how we work with our partners.
Instead of just plugging gaps when needed, we approach co-development as an ongoing collaboration, where we become an integral part of the team, bringing the right talent at the right time. This means fewer headaches for studios trying to predict every resource need and more efficiency in how games get made.
Our co-development model isn’t just about filling the talent gap, but we are bringing expert teams together in a way that optimizes production, reduces the pressure of deadlines, and gives both studios and developers more control.
Problem
Devoted’s Solution
Devoted’s Role
Skyrocketing game development costs
Custom strike teams
We assemble lean, focused teams of specialists who are tailored for each phase of your project. These strike teams bring exactly what you need, when you need it, reducing overhead while improving quality and delivery.
Production volatility & unpredictable resource needs
Reinvented co-development model
We treat co-dev as a flexible, scalable workflow and not a last-minute plug-in. By working alongside internal teams from the early stages of production, we provide clarity around resourcing, improve visibility, and ensure alignment from concept to delivery.
Instability, layoffs, and scaling risks
Flexible talent engagement model
We understand how hard it is to plan long-term. That’s why our co-dev model supports flexible scaling which allows studios to ramp up quickly or reduce scope without layoffs.
 
Devoted Services: Built for Every Stage of Game Development
At Devoted, we understand these struggles because we work alongside studios facing them every day. That’s why our services are built not just to support your goals, but to adapt to your reality. We’re here to bring structure, clarity, and real support.
When you work with us, you gain visibility at every stage of production. You always know what’s happening, what’s coming next, and where your project stands. No surprises. No gaps in communication.
We focus on three core services that give studios the control, support, and speed they need:
Co-Development & Porting
We offer full co-development and game porting services, supporting projects from concept to launch and across multiple platforms. Our team works closely with you to build, refine, and adapt your game for new systems while keeping performance and quality top of mind.
Full-Cycle Game Development
We offer full game development support from idea to launch. Our team works closely with you to build great gaming experiences. Every project gets a custom plan, using our team’s creativity and experience to deliver quality results on time and within budget.
End-to-End Art Production
Devoted Studios works with a network of over 1,900 creative talents across the U.S. and worldwide. Our experienced art directors and producers lead each project from beginning to end, making sure everything runs smoothly and meets the highest quality standards.
We support everything from AAA titles to indie games on Steam, and we create both photorealistic and stylized content. Whatever your vision looks like, we have the skills, tools, and passion to bring it to life.
Meet the Experts Behind Devoted Studios’ Co-Development Excellence
Our mission is to bring flexibility, visibility, and stability to game development. We do this by building custom strike teams—small, specialized groups of top-notch industry experts that can jump in at the right time and keep projects moving forward.
Leading these teams are our CTO, creative director, animation director, tech art lead, and VP of production. These are industry veterans with a history of delivering some of the most ambitious and successful titles in gaming. Their experience has helped shape AAA production standards, and they bring both deep expertise and consistent results to every project.
Our experts are involved at every stage of production, from early concept through final delivery. More than just supporting projects, they lead with strategy, clear communication, and hands-on problem solving, helping studios stay focused, flexible, and ready for anything.
 
Co-Development Isn’t a Backup Plan, It’s the New Foundation
The game industry is changing fast. Production is more complex, timelines shift quickly, and the fear of layoffs is a real concern. At Devoted, we don’t just respond to that reality — we’ve built a model around it.
As studios shift toward smaller, more agile teams, we meet them where they are. Our custom strike teams plug into any stage of development, bringing the exact skill sets needed to support, scale, and stabilize projects.
We offer more than just talent. We offer clarity around what’s next, visibility into upcoming work, and a structure that allows both studios and artists to plan with confidence.
With Devoted, you get the right people, the right process, and the flexibility to adapt — all without the chaos. And if you’re navigating complexity, shifting pipelines, or scaling up or down — you’re not alone.
You can scale with ease. And with Devoted, you don’t have to go it alone.
Game development is exciting, messy, creative, and—let’s be honest—sometimes a little bit messy. That’s why we’re glad to have Harvey Newman on board. He helps bring more structure, focus, and flow to the process.
Harvey is our Animation Director Consultant, bringing more than 20 years of experience in the game industry. He has worked with studios around the world, helping teams improve their pipelines, bring characters to life, and stay focused on what really matters… making great games.
Harvey brings years of hands-on experience, not only in animation but also in guiding teams through complex production challenges. He supports artists and developers through every stage of development, offering clear feedback, structure, and practical solutions when it matters most.
Let’s walk into his journey, what he brings to the table, and how he’s helping us (and our partners!) optimize the game development process from start to finish.
 
Animation That Moves You… Literally!
If you’ve ever seen Harvey’s YouTube channel, you’ll know what we mean when we say he’s a powerhouse of animation knowledge. With tutorials, masterclasses, live Q&As, and tips covering everything from Maya to Blender, character animation to industry insights, Harvey’s built a space that’s equal parts technical and inspirational.
What sets Harvey apart is his ability to break down complex animation workflows into practical, easy-to-understand steps that make sense whether you’re new to the field or have years of experience.
At Devoted Studios, Harvey brings that same helpful energy to our projects. He supports our artists, gives clear feedback, and helps teams avoid getting stuck in production bottlenecks.
Honestly, I just love helping characters feel real. That moment when an animation clicks and suddenly the player feels something? That’s the magic. If I can help teams hit that moment more often, I’m doing my job.
 
From Idea to Execution: Harvey’s Take on the Pipeline
When Harvey talks about “optimizing the pipeline,” he means making the whole process run more smoothly. That means finding the spots where things slow down or get confusing, then fixing them so teams can spend more time on animating, creating, and building the game.
When I jump into a new project, I’m looking for the choke points, the places where good ideas get stuck. Once we clean that up, teams can focus on the fun stuff: making great animation, telling better stories, and building something they’re proud of.
As our Animation Director Consultant, Harvey helps us and our clients:
His goal is to make the animation process more efficient, collaborative, and rewarding for everyone involved.
 
Animation Isn’t Just a Step in the Pipeline
One of the things Harvey’s big on is changing how we think about animation in game development.
Too often, animation is treated as a phase that happens after design, after art, and just before polish. But Harvey sees it as something much more central—and way more powerful.
A lot of people still treat animation like it’s just the thing you do after the art’s done—but the truth is, animation can shape the whole experience. It’s not just about movement it’s about feel, response, timing. If you think about it early, everything else gets better.
At Devoted Studios, we couldn’t agree more. That’s why we bring Harvey into the conversation early—during concept development, pre-production planning, and throughout live projects. His insights help us think ahead, avoid costly revisions later, and make smarter creative decisions right from the start.
 
Why Our Teams Love Working with Harvey
Game projects can get intense. There are deadlines, feedback rounds, and lots of moving parts. Having someone like Harvey around helps teams stay focused and calm.
He doesn’t just give advice and disappear. He sticks with the team, joins meetings, reviews animation passes, and works side by side with art directors to keep things moving in the right direction.
I don’t believe in just showing up with a checklist and leaving. I like getting in the trenches with teams—reviewing shots, jumping on calls, figuring things out together. That’s how good games get made. Shoulder to shoulder.
That mindset resonates across every project he touches. From early planning to final polish, Harvey helps our teams feel supported, seen, and ready to push for the best work possible.
 
What He’s Teaching Us All (And You, Too!)
Harvey’s influence goes beyond the projects he works on directly. His advice and support shape how we work as a studio and help our artists grow.
I always say: stay curious, share early, and don’t be afraid to get things wrong. Animation’s not about getting it perfect on the first try—it’s about testing, playing, learning. That’s where the real growth happens.
We see this every day. Harvey makes it okay to ask questions, take risks, and learn from mistakes. He helps us build a creative space where people feel confident to explore ideas and improve their work.
Thanks to him, we’re not just creating better animations. We’re growing as a team, building trust, and enjoying the process along the way.
 
Building Better Games, Together
At Devoted Studios, we believe that people like Harvey make all the difference. Not just because of their experience or skill (though he has plenty of both), but because of their ability to uplift others, bring clarity to chaos, and genuinely care about the work they do.
He might be reviewing animation passes, coaching a team, or streaming live tutorials to his YouTube community—but Harvey is always focused on one thing: making great games and helping others do the same.
If you’re working on a project that needs animation support, creative feedback, or a fresh pair of eyes on your pipeline, there’s a good chance you’ll be working with Harvey. And trust us—you’ll be in good hands.
I’ve been doing this for a while now, and what keeps me going isn’t just the games, it’s the people. If I can help a team move better, think clearer, or feel more confident in their work, then I’m exactly where I want to be.
 
Work with Harvey through Devoted Studios
Want Harvey to take care of the animation side of your game? You’re in good hands. As our Animation Director Consultant, he partners closely with studios to bring clarity, energy, and top-tier animation to every stage of development.
Get in touch with us at Devoted Studios—we’d love to chat about how Harvey (and our team) can support your next project.