
Schedule-flexible engineering support on a WWII tactical shooter built over a shared community framework.
Partner studio: Puny Human
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.
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.
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.
Engine: Unreal Engine 4.



Describe the problem and we will scope the smallest useful engagement.