Why Studios Hand Full Production to Juego
One team instead of three vendors you'd have to hire.
Without an internal producer, most studios end up assembling a design shop, a build shop, and a live-ops shop separately, then managing the handoffs between them. Juego replaces that with one team under one contract—no vendor sprawl to coordinate, no context lost when ownership changes hands mid-project.
Accountable to your KPIs because you don't have a team watching ours.
When production is fully outsourced, you need the numbers locked in writing, not promised in a pitch. D1, D7, D30, and ARPDAU targets go into the contract before go-live—School of Dragons held 30M+ downloads under the same model, with no internal team on your side auditing the work.
Speed without losing the oversight you'd have in-house.
Handing off production shouldn’t mean losing the review process your own studio would run internally. JAI takes concepts to playable prototypes in weeks, but every output still clears a senior human review gate before it reaches you—the same check you’d expect from your own team, just faster.
Your IP. Your Code. Always.
NDA signed before the first call. Isolated repository per project. 100% IP transfer on delivery. GDPR-compliant handling throughout.
Full-Cycle Game Development Outsourcing Services
As a full-cycle game development outsourcing company, every production stage is covered under a single engagement, from first concept to live operations.
Concept & Pre-Production Ownership
We turn your GDD into a locked production plan with scope, milestones, and a pipeline built around your engine. You approve the plan; we own the execution.
Design & Art Ownership
Concept art, environment design, animation, and UI/UX run under one internally managed team, styled to your GDD from the first pass—no separate art vendor to brief, review, or chase for revisions.
Engineering Ownership
Gameplay, systems, and backend engineering run on the same roster that owns design, so nothing gets rebuilt in translation between teams. You get one technical point of accountability, not three.
QA & Certification Ownership
Testing and platform certification for PS5, Xbox, and Nintendo run in-house, on the same production timeline, not queued behind an external cert vendor’s schedule.
Launch Ownership
Go-to-market coordination, store listings, and launch-day support run through our team, so submission delays and last-minute store rejections don’t become your problem to manage alone.
LiveOps & Revenue Ownership
Post-launch content, live events, and monetization tuning stay staffed after the ship, under the same contract. No re-scoping, no new vendor search once the game is live.
Full-Cycle, Co-Development, or Team Augmentation: Which Fits
| Full-Cycle | Co-Development | Team Augmentation | |
| You own | The vision and approvals | Your existing production, we extend it | Your roadmap and management |
| We own | Everything else: design, build, QA, launch, LiveOps | A defined slice of the build alongside your team | Individual roles embedded in your team |
| Best for | Funded studios, publishers, and individuals with an IP/GDD but no internal team | Studios with an existing team that needs extra production bandwidth | Studios that want to keep managing production themselves |
| Link | – | Explore Co-Development | Explore Team Augmentation |
Game Development Case Studies
Featured Full Cycle Game Development Projects
Sports Simulation
One of the Most Trusted Testimonials
Well, I signed up to work with Juego Studio for a project and they really exceeded my expectations. The project was delivered on time, with no hiccups whatsoever. They are talented and professional game developers who get the job done without fail. I cannot recommend them enough!
Sam Anthony Gilfred
Sr. Project Manager
Amazon
I was very pleased with the quality of the work we received for our project. They were delivered on time and with very minimal feedback from our team. Juego Studios is good company to work and will be looking to them for our future projects!
Paul Skinner
Director
Wicked Witch Studios
It's safe to say that most regular human beings would be shocked and daunted at the idea of having to do a high quality game for iOS and Android, within a deadline of few months. I can honestly say that this work not the case with Juego Studios. They responded reactively, calmly and productively, and ended up delivering a game that both myself, the LatAm team, and users, were very happy with. There is a calm and experienced professionalism to the Juego team, and I would not hesitate to use them again.
Josh Saunders
Senior Director
Innovation (Warner- Group)
The Juego Studios team was instrumental in developing one of our recent apps. We were able to supplement our small development team with several more developers that worked on front and backend features. They filled gaps wherever necessary and accelerated our time to market. After release, they continued to help us with new features and bug fixes. I would work again with them if needed.
Robert Baily
Director of Application Programming
JumpStart Games
How We Protect Your Project, Your IP, and Your Timeline
Every game development outsourcing studio promises ownership, security, and reliability. Here's exactly how we deliver on all three.
IP protection, enforced day to day.
Role-based repo access, revoked automatically when someone rotates off the project, and every subcontractor bound by the same NDA you signed. IP protection isn’t just a delivery-day clause; it’s enforced for the life of the engagement.
Escalation & Points of Contact
A single named producer owns every engagement—no ticket queue, no first-tier support. Issues escalate directly to that producer within one business day, with a clear next-level contact if it’s not resolved.
Accountability Without Daily Oversight
Your named roster is locked into the contract before kickoff, with a 24-48h substitution guarantee if anyone rotates off. You see the same sprint burn-down we do, so progress is never a surprise.
Outsourcing vs. Hiring In-House
You get a full production team without running a hiring cycle, funding severance, or carrying idle headcount between projects. Scale the roster up through Alpha, then down once the game is live and stable.
Timezone
A named daily overlap window keeps real-time decisions moving instead of waiting on a 12-hour reply gap. Anything decided outside that window still gets logged in writing, so nothing is settled verbally and forgotten.
Hand us the brief. Get a full-cycle outsourcing plan within 48 hours.
Frequently Asked Questions
Juego’s full-cycle game development outsourcing services include complete production—design, engineering, art, QA, launch, and production—so you’re not managing separate vendors for each discipline. Studios come to us when they need a partner that can own execution end-to-end while staying aligned to their existing milestones and release schedule.
Start with a verified track record rather than rate. Check shipped titles on the platforms you are targeting, request references from productions that ran longer than six months, and confirm who stays on the team after kickoff. Clutch and GoodFirms carry verified reviews. Then run a paid pilot — a vertical slice, or one art batch — before committing to full scope. Juego Studios scopes pilots against a defined milestone with full IP transfer.
Yes on cost, conditionally on quality. Outsourcing removes recruitment, benefits, and idle-bench cost and converts fixed salary into per-milestone spend. Quality improves only when the partner brings specialist depth your team lacks, not when the decision is driven by rate alone. Split-vendor engagements usually erode both. Juego Studios runs design, engineering, art, and QA under one contract, with KPI targets documented before development begins.
Come with your GDD, current milestone roadmap, and repository access. The more production context we have upfront, the faster we integrate. Platform targets, existing pipelines, and any live QA or LiveOps requirements help us slot in without disrupting your sprint cadence.
Through sprint-based execution with built-in review gates: milestone sign-off, QA validation, and regression testing happen inside the cycle, not after. One team stays accountable for delivery health from prototype through live operations, with no handoff gaps to hide behind.
200+ shipped titles, a named roster locked into every contract, and full IP transfer on delivery. Studios don’t hand us a production because we say we’re trustworthy; they hand it to us because the last one shipped on time.
It depends on scope, not headcount. For studios outsourcing a mid-core mobile build, full-cycle typical costs run $200K–$600K, while a full-scale AA/AAA console production runs $500K–$2M or more, depending on platform count and timeline.
Four main challenges: loss of day-to-day oversight, communication gaps across timezones, scope or milestone drift, and inconsistent accountability without direct supervision. These are solved through structured reporting cadences, a single point of contact, milestone-based (not hourly) contracts, and named escalation paths, which is why full-cycle vendors who own the whole pipeline see fewer breakdowns than studios coordinating multiple separate outsourcing partners.
Yes. Mobile follows the same full-cycle ownership model, from concept through LiveOps, scoped to iOS/Android build pipelines, device performance tuning, and app store certification. It’s the same accountable, one-team model we use for PC and console, tuned for mobile release cycles. See our mobile game development services for more details.
Mobile
PC
Full-Cycle
Co-Development
Outstaffing