
A fourteen-month, full-team engagement that established the production framework, agile process and toolchain for a multiplayer social-deduction title.
Partner studio: Puny Human
An online multiplayer social-deduction game — crew against impostors aboard a shared map — with cosmetics, progression and a planned map-maker toolset, built in Unreal Engine for a publisher entering games from outside the industry.
The partner needed more than engineering hours: it needed a production capability. The ask covered establishing a production framework and agile process from scratch, standing up the toolchain, and running the build of a live-service multiplayer title through to beta — for a client with no existing internal development organization.
An executive producer and an eleven-person studio team took the project on as effectively a full-team engagement — the largest concurrent staffing commitment in the studio's history.
A production framework and agile process were established from a standing start, with the toolchain built out on Unreal, Plastic SCM and Jira and a structured player-feedback loop integrated into the development cycle.
The team carried gameplay, systems and platform engineering, art and production through to a playable beta.
Engine: Unreal Engine.



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