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 games
Our team stays on your live game full time - ✕The buffer goes first, and updates ship late
The next milestone starts before the current one closes - ✕Store deadlines arrive as a surprise
Store deadlines are scoped work with a date
Systems We Build Once and Run Every Season
Mobile LiveOps tools that are already proven on live games and ready for your title.
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.
-
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
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
From the First Build to the Last Season
Cubieverse
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
We have 4 more live games with the same kind of breakdown.
Alina Gribanova, BD Director
A Closer Look at the Work
Forza Customs
Olympic Games: Beijing
Nascar Manager
Skyborne Legacy
The 6 Directors Behind the Work
Iryna Vishnetskaia
VP of Production
Jean-Francois Goulet
Tech Director
Jason Millena
Executive Creative Director
Igor Kovalov
Executive Art Director
Michael Bitsakis
Tech Art Director
Eugene Kasyan
3D Art Director
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
Game LiveOps Services: Every Discipline Your Calendar Needs, In One Team
Engineering & Tools
01Client and server features, remote config, event tooling and backend.
LiveOps Production
02Calendar, roadmap, releases and weekly reports.
Game & Event Design
03Events, balance, economy and progression.
QA & Release
04Live QA, device coverage, store submission and hotfixes.
Analytics
05KPI baselines, segmentation, split testing and churn analysis.
Art & UI
06Seasonal themes, store UI and event art.
CRM & Community Interaction
07Player 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.
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
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.