Engineering Teams That Know What Shipped Looks Like
Devoted engineers don’t just write code — they work inside your architecture, your pipeline, and your release schedule. Every engineer on a Devoted strike team has shipped. They know what certification looks like, what 60fps costs, and where the hard walls are before they hit them.
Devoted Engineering Services
Gameplay Engineering
Mechanics, systems, abilities, AI behaviours — implemented to your design spec in Unreal Engine or Unity. Devoted gameplay engineers co-developed features directly for Arc Raiders (Embark Studios) and Palia (Singularity 6). Your systems, built by engineers who've shipped them before.
Tools Engineering
Custom editor tools, asset pipelines, animation controllers, debugging tools, rigging systems — built to accelerate your production. Devoted engineering teams developed comprehensive tool suites across titles including Sunderfolk (Dreamhaven), covering level tools, weapon tools, ability tools, and customization systems.
Performance Optimization
Frame rate, memory, GPU/CPU budgets, draw calls, shader performance, streaming — Devoted's optimization engineers find the ceiling before you hit it. On Risk of Rain 2, the team boosted FPS performance by 57% across all levels. On FNAF: Security Breach, Devoted delivered PS4/PS5 optimization and DLC certification on first submission.
Platform Engineering
Console certification, platform-specific SDK integration, first-party requirements, submission prep. Devoted has cleared first-submission certification on multiple platform releases — including Risk of Rain 2 across five platforms simultaneously and DLC certification passed first try. We know the requirements. We build to them.
UI Engineering
UI systems implementation, HUD, menus, frontend flows — built in Unreal Engine or Unity, integrated into your game's architecture. Devoted's UI engineers have shipped complex multiplayer UI on Arc Raiders and multi-platform UI across the FNAF franchise for Steel Wool Studios.
Network & Services Integration
Multiplayer architecture, network integration, online services, co-op systems. Devoted introduced 4-player co-op to PS and Xbox on Risk of Rain 2, integrating full network features from scratch. Co-development on live-service titles including Palia (Singularity 6) — tools, meta-game features, and services integration.
Engineers Who’ve Shipped. Not Engineers Who’ve Coded.
Flavius Alecu Leads Engineering
Devoted’s CTO Flavius Alecu brings credits from Red Dead Redemption 2, GTA V, and the PlayStation 5 platform. That’s the engineering standard Devoted engineering teams are built to. Not a process claim — a pedigree.
Embedded, Not External
Devoted engineers work inside your repository, your tools, your pipeline. There’s no integration tax at delivery. Your codebase stays coherent. The team functions as a production extension of yours — not a separate team you have to manage.
Full Stack Engineering Coverage
Gameplay, tools, UI, performance, platform, network — all in-house. One partner for the full engineering scope. No gaps, no sub-contractors, no coordination overhead between vendors. 250+ core team across 15+ countries.
Certification Experience Across Platforms
PlayStation, Xbox, Nintendo Switch, PC, mobile — Devoted has cleared cert across all major platforms. First-submission certification is a track record, not a claim. Risk of Rain 2: five platforms, one submission cycle. FNAF DLC: cert passed first try on all platforms.
Devoted Studios provides gameplay engineering, tools engineering, UI engineering, performance optimization, platform engineering, and network/services integration. Engineering is delivered as co-development — Devoted engineers embed directly into your team, working in your engine (Unreal Engine, Unity, or proprietary), your version control, and your pipeline. Credits include Arc Raiders (Embark Studios), FNAF: Secret of the Mimic and Help Wanted 2 (Steel Wool), Sunderfolk (Dreamhaven), Palia (Singularity 6), and Risk of Rain 2 (Gearbox).
Devoted’s engineering teams are native to Unreal Engine (including UE5), Unity, and C++. Platform-side, the team covers PlayStation (PS4/PS5), Xbox (One/Series X|S), Nintendo Switch, PC (Steam, Epic, GOG), and mobile (iOS/Android). Devoted also supports proprietary engines where codebase access is provided. The team uses JIRA for production tracking, and integrates into client toolchains including Maya, custom pipeline tools.
Yes. Devoted has cleared first-submission certification across PlayStation, Xbox, and Nintendo Switch on multiple titles. On Risk of Rain 2 (Gearbox), Devoted ported the game to five platforms simultaneously and cleared first-submission cert on all platforms. On FNAF: Security Breach, Devoted delivered PS4/PS5 optimization and DLC porting — certification passed on all platforms first try. Devoted engineers build to certification requirements from the start of production, not as a final step.
Yes — both disciplines are covered by the same engineering team. Gameplay engineering and performance optimization are frequently run in parallel on Devoted engagements. On Risk of Rain 2, the team delivered porting, network integration, rendering optimization, and a 57% FPS improvement across all levels. On Arc Raiders, UI engineering and performance optimization ran alongside gameplay feature co-development. Devoted builds features that perform — not features that work in debug mode.
Most engagements begin with a technical scoping call: architecture review, tech stack alignment, scope definition, and team composition. Devoted then assembles a custom engineering strike team — sized to your production stage and discipline needs — and onboards into your codebase and pipeline within 2–4 weeks. Engineers work inside your tools and version control with a regular sprint cadence. Engagements typically run 4–18 months, with team size scaled across milestones.
Engineering team size scales to project scope. Focused engagements (one discipline — e.g., performance optimization or UI engineering) typically run 2–6 engineers. Full co-development with multiple engineering disciplines runs 6–15+ embedded engineers over a longer production window. The Sunderfolk (Dreamhaven) engagement, for example, covered co-development engineering, code optimization, UI integration, and platform certification with a multi-discipline team. Devoted also provides senior engineering leads for each engagement.
Engineering team size scales to project scope. Focused engagements (one discipline — e.g., performance optimization or UI engineering) typically run 2–6 engineers. Full co-development with multiple engineering disciplines runs 6–15+ embedded engineers over a longer production window. The Sunderfolk (Dreamhaven) engagement, for example, covered co-development engineering, code optimization, UI integration, and platform certification with a multi-discipline team. Devoted also provides senior engineering leads for each engagement.
Yes. Devoted’s tools engineering track runs independently or alongside gameplay engineering. Tools work includes custom editor tools, asset pipeline tools, animation controllers, debugging utilities, rigging systems, and level/weapon/ability tooling. Tools were developed across Devoted’s Sunderfolk and Spectre Divide engagements, among others. For studios in pre-production or mid-production looking to improve internal efficiency, a tools engineering sprint is frequently one of the highest ROI engagements Devoted delivers.
Devoted’s performance engineering process begins with profiling: CPU/GPU analysis, draw call audits, memory profiling, shader review, and streaming behaviour analysis. From the profiling output, the team prioritises the highest-impact work — typically rendering optimization, LOD pipeline review, material instancing, and platform-specific build configuration. On Risk of Rain 2, this process produced a 57% FPS improvement across all levels. On FNAF: Security Breach, it produced PS4/PS5 optimization sufficient for platform certification on first submission.