Game co-development is an arrangement where an outside studio’s engineers and artists work inside your team’s codebase, tools and sprints to add capacity on your game. Usually that means four more people who already know Unreal Engine 5, can read an existing codebase without hand-holding, and will not blow up the build on their first commit. Sometimes it means an art team that can hit your style guide without a month of ramp-up.
Co-development is how we work with teams that already have a direction and need capacity to hit it. Our engineers and artists join your repository, ticket tracker and review process, and work to your conventions, so there is no parallel process to reconcile later.
Outsourcing hands a defined deliverable to an external team that builds it their way and delivers it back. Co-development puts our people inside your process (your repo, standards and sprint board), so the output is indistinguishable from your own team's. Co-development suits live projects with an existing codebase; outsourcing suits self-contained work like a trailer or an asset package.
At least four hours every working day, scheduled around your time zone rather than ours. Stand-ups, reviews and pairing happen inside that window; asynchronous handoff notes cover the rest so you get progress overnight instead of waiting on it.
That is how we prefer to start. We scope one small, self-contained milestone (a single feature or system) so you can evaluate code quality, communication and velocity on real work before committing to a longer engagement.
You do, in full. IP assignment is part of the contract before work begins, and everything is delivered into your repository and asset store as it is built, so nothing is held back pending final payment.