
Multi-platform CI/CD, build engineering and cloud infrastructure for a first-party RPG shipping day one into Game Pass.
Partner studio: Puny Human
A squad-based post-apocalyptic RPG set in frozen Colorado, with a branching reactive narrative, synchronous and asynchronous multiplayer and a two-player co-op campaign. Crowdfunded at over $3M, then completed after the developer's acquisition by Microsoft.
The title had to ship simultaneously on Windows, PlayStation 4 and Xbox One, with macOS and Linux builds to follow, and had to meet first-party delivery and compliance requirements as an Xbox Game Studios day-one Game Pass release. That put continuous, reliable, multi-platform builds squarely on the critical path — a build system capable of producing certifiable packages for five targets without becoming a bottleneck for a large content team.
A build engineering and DevOps practice developed and extended the CI/CD platform underpinning the project, on Unreal tooling with Perforce and Jenkins, and ran the cloud infrastructure behind it.
Producers were supported directly in prioritizing optimization issues and clearing blockers, with code and asset pipelines analyzed to improve build stability. A concept art and ideation workstream ran alongside the technical work.
Engine: Unity.



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