Mobile Game LiveOps & Engineering Under One Roof

Your team builds the next game. We keep the current one shipping.

  • 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

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

Live Mobile 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
  • Cubieverse: 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
Engineering

Systems We Build Once and Run Every Season

Mobile LiveOps 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

Cadence

One Content Update a Month, on the Same 4-Week Lane

Every department has its week. Nothing waits for a meeting to find out who is next.

Department
Week 1
Week 2
Week 3
Week 4
Game design
Event locked
Art
Assets
Development & SDK
Build
Localisation
Loc pass
QA
Device coverage
Client QA & release
Freeze, ship
What you see while it runs
  • Time tracking

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

    ● every day

  • Weekly status

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

    ● every week

  • Live readout

    A short note on what moved in your KPIs and what it means for the next event.

    ● after every release

Next step
Iryna Vishnetskaia, VP of Production at Devoted Studios

Send your event calendar for the next 2 months, and we will map it onto this lane and tell you where the dates break.

Iryna Vishnetskaia, VP of Production

Get a calendar review

From the First Build to the Last Season

Cubieverse

Cubieverse

A geo-location multiplayer game for iOS and Android

Devoted role:

  • Full development, from the first build to the live game
  • Live operations from launch in 2022 through 2025
  • iOS to Android port
  • Backend, web services and Unity engineering
  • Seasonal content, special events and player support

Devoted achievements:

  • 3 years of continuous live operations, from launch to close
  • A team of 27 across engineering, web, art and production
  • Multiplayer and geo-location systems built and kept running
  • Wallet integration for in-game rewards
Next step
Alina Gribanova, BD Director at Devoted Studios

We have 4 more live games with the same kind of breakdown.

Alina Gribanova, BD Director

Get the Full Case Deck

A Closer Look at the Work

Forza Customs

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

Olympic Games: Beijing

Free-to-play party game with multiplayer mini-games
  • Co-Development
  • 2D & 3D Art Production
  • Animations
  • Level Design & Dressing
  • Front-End Engineering
  • Gameplay Creation

Nascar Manager

1v1 sport racing game
  • Co-Development
  • Game Reskin
  • UI/UX Design & Creation
  • 3D Environment Art & Design
  • Development Handoff to Client

Skyborne Legacy

Social world RPG
  • Engineering
  • Game Design
  • Tech Art

The 6 Directors Behind the Work

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

Your LiveOps contact
Alina Gribanova, BD Director at Devoted Studios

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

Alina Gribanova, BD Director

Book a 30-min call

Game LiveOps Services: Every Discipline Your Calendar Needs, In One Team

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.

CRM & Community Interaction

07

Player messaging, push campaigns and the community calendar around each event.

We Bring a Plan, Not a Task List

Every LiveOps 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.

  • 01

    Diagnose

    We find out why players leave, segment by segment, before we decide what to build.

  • 02

    Build

    We invest in reusable systems, so every season costs less and does more.

  • 03

    Ship

    We release on a steady cadence your players can feel. You decide what goes live.

Your Next Season Starts With 1 Conversation

Your team builds the next game while ours keeps the current one shipping. Our game LiveOps services put the engineers, producers and tools in place from day one. You see every hour we log and decide what goes live.

Next step
Iryna Vishnetskaia, VP of Production at Devoted Studios

Tell us the game and the budget band you are working with, and we will come back with the exact team, the people-months and what each person would own.

Iryna Vishnetskaia, VP of Production

Get the team and the people-months

Game LiveOps Services FAQ

Game LiveOps services are the work of running a live game after launch: events, tuning, updates and store releases. At Devoted, engineers and LiveOps producers do it as one team, so changes go live without a handover.

Yes, that is the usual starting point. We map your current build, backend and release calendar first, then take the next season while your team keeps shipping. The first milestone starts before the current one closes, so the calendar never goes quiet during the handover.

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.

No. Tuning, event schedules and store content are driven by remote config on the server, so they change without a client build and without store review. App store releases stay for client features, not for running the season.

We come with a proposal and the reasoning behind it, so the conversation is about what to cut rather than what to build. Event design, balance, economy and progression sit with our LiveOps producers and designers, and you approve what goes live.

Hiring means months to recruit, onboard and ramp. We reach full cadence in weeks, staff and backfill the team ourselves, scale up for seasonal peaks and bring specialists in when needed. You keep product vision, IP approval and the final say.

Yes. Our engineers and LiveOps producers work as 1 team, so integration with your backend, your analytics and your build pipeline is part of the engagement rather than a separate project. We work in Unity, Unreal and proprietary engines.

Every hour is logged against a JIRA task, so you can see where the time went on any day. You also get a weekly status covering what shipped, what is late and why, and whether the calendar is on track or at risk.

Every event ships with a KPI attached and a readout after it ends. We set baselines before the first season, segment the player base, and run split tests so the next event is decided on evidence rather than on opinion.

Store deadlines are scoped work with a date on the calendar, not a surprise. Live QA, device coverage, store submission and hotfixes are part of the engagement, so a platform change is absorbed into the plan instead of eating the next event.

We start by finding out why players leave, segment by segment, and we hand you a plan for the next 2 seasons. Then we build the reusable systems the calendar needs, so every season after that costs less and does more.

Tell us about the game you are keeping alive.

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