Warfare 1944

Warfare 1944
Warfare 1944

MAKE — WARFARE 1944

Warfare 1944
Client:
DRAKELING LABS
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Domain:
Make, Support, Engage

Schedule-flexible engineering support on a WWII tactical shooter built over a shared community framework.

Partner studio: Puny Human

Concept

A large-scale Second World War tactical multiplayer shooter built in Unreal Engine on a shared studio framework, published by MicroProse and developed through an unusually open, community-driven process.

Requirement

The partner ran a small team supporting multiple titles on a common codebase and needed engineering capacity that could absorb accelerated build requirements around critical deliverables — including short-notice schedule changes. That is a different service profile from a fixed-scope contract: the value is in responsiveness, not just headcount.

Approach

Engineers were provided against the partner's build and deliverable schedule, working on gameplay and systems code within the shared framework.

The engagement was structured to flex: when critical deliverables came up, the team adapted to accelerated build requirement schedules rather than holding to a fixed cadence.

Delivery scope

  • Gameplay programming
  • Systems programming
  • Unreal Engine development
  • Build support
  • Schedule-flexible engineering capacity

Results

  • Title entered Steam Early Access 7 July 2020, published by MicroProse
  • Client owner: “When critical deliverables were coming up, they were quick and happy to adapt to an accelerated build requirement schedule.”
  • 4–8 person-months delivered, across 1–2 engineers
  • Engagement extended into a second title with the same partner the following year

Engine: Unreal Engine 4.

Title entered Steam Early Access 7 July 2020, published by MicroProse

Wireframe cubes nested inside a larger open cube, drawn in indigo and periwinkle line work.Wireframe planes stacked in ascending steps above a dense lattice.An open wireframe cube crossed by diagonal lines converging at its corners.

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