Why Studios Building at Scale Choose Juego
Proprietary AI Pipeline Built for Production, Not Experimentation.
JAI is Juego’s in-house AI production framework—specialized agents across art, code, level design, QA, and code review, built on over a decade of experience. No output reaches your build without clearing a senior review gate first.
Concept to testable prototype in weeks. Production-grade quality that holds under your QA, your technical director, and your launch window.
KPIs Documented Before Development Begins.
We lock in the numbers before a sprint starts—D1, D7, D30, ARPDAU, crash-free rate, and frame-rate stability documented as deliverables, not aspirations.
Nintendo Lot Check, Sony TRC, and Microsoft TRC requirements in the test suite from day one. We ran the same discipline on School of Dragons through its growth to 30M+ registered players. Most studios ship and move on. We ship and stay till the numbers move.
Every Discipline. One Team. One Contract.
Design, prototyping, art, engineering, QA, and LiveOps under a single contract — one team, one point of contact, one accountability line from concept through live operations.
The team that specs your GDD is the team that ships your Season 5 update. No vendor handoffs. No accountability gap between build and live.
Game Development Services
Every discipline your production needs. One studio. One milestone schedule. The same teams behind LiveOps, porting, and asset production for titles like School of Dragons, RollerCoaster Tycoon Classic, and NBA 2K21 support your production from sprint planning to approved delivery.
Casual, mid-core, and multiplayer titles for iOS and Android, built by a game app development company operating in Unity and Unreal Engine 5. Modular architecture, retention-loop instrumentation, A/B testing, Firebase/Adjust analytics, 60 fps on mid-range Android, sub-150 MB installs, and in-house App Store/Google Play submission. Proven on mobile-scale titles like Avakin Life, which crossed 500M+ downloads.
PC games in Unity 3D (DOTS/ECS, HDRP/URP) and Unreal Engine 5 (C++, Nanite, Lumen GI, Chaos, GAS) — custom rendering pipelines, LOD systems, and multi-GPU profiling from the first build. GPU frame captures and CPU traces as routine. Steam, Epic Games Store, and GOG submissions included.
Every console title ships with in-house PS5 TRC, Xbox TCR, and Nintendo Lot Check certification management. Pre-submission audits included as standard. Rendering across GNMX, GDK, and custom console pipelines. Platform performance budgets to spec from the first commit—certification in the test suite from sprint one.
Unity at engine level—DOTS/ECS, IL2CPP, native plugin integration, HDRP/URP pipelines, Addressables, and Netcode for GameObjects. As a 3D game development company, especially for mobile and stylized titles, the same engineering discipline applies across the stack. Every shortcut flagged and tracked in a live debt register.
Unreal Engine 5 at C++ level—Nanite mesh pipelines, Lumen GI, Chaos Physics, GAS authoring, and custom render passes built for AA/AAA performance targets. GPU frame captures, live profiling, and performance-critical code reviewed before merge. Automated CI/CD on every push.
Seasonal content, economy balancing, onboarding iteration, and monetization events managed as a revenue function by the same team that built the game. D1, D7, D30, and ARPDAU targets documented before launch, with Amplitude, Firebase, custom BI, A/B testing, and feature flagging built in. Proven through ongoing LiveOps support across VGW titles including Chumba Casino, LuckyLand Slots, and Uni Slots.
Every port starts with a technical audit to catch platform blockers early. We handle asset optimization, UX adaptation, rendering integration across Vulkan, Metal, GNMX, and GDK, and end-to-end certification management across PS5, Xbox, and Nintendo. The same discipline powered Atari’s RollerCoaster Tycoon Classic, adapted from PC to mobile.
Functional, compatibility, regression, and performance testing embedded in your sprint, not bolted on at the final week. Crash reporting via Sentry or Crashlytics from day one. Platform certification requirements in the test suite from the first build. Automated regression on every fixed bug.
Not Every Production Problem Needs the Same Team
FULL-CYCLE DEVELOPMENT
We Run the Production. You Own the Vision.
Design, art, engineering, QA, submission, and LiveOps under one contract—one team, one milestone schedule, one named contact for everything. You make the calls. We handle everything in between.
Best for: IP holders, publishers, and studios building a title without an internal development team.
CO-DEVELOPMENT
Your Sprint. Our Team. Running from Day One.
A dedicated team embedded in your Jira, Perforce, Git, Slack, and CI/CD from the first sprint. Named leads committed by contract. Every PR reviewed before merge. Documentation written throughout—no knowledge cliff when the engagement ends.
Best for: AA/AAA and mid-core studios in active production that needs capacity integrated without breaking stride.
OUTSTAFFING
Senior Specialists. Assigned by Name. No Hiring Cycle.
Named senior engineers, artists, and specialists built around your engine, genre, and platform. Isolated repositories, role-based access, 100% IP transfer on completion. Scale up at Alpha, reduce at Live without knowledge loss or headcount overhead.
Best for: AA/AAA studios scaling a live game, managing simultaneous titles, or running multiplatform production in parallel.
Our Case Studies
Popular Games We Shipped
Sports Simulation
What Studios Say
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
Satisfying yet extremely accommodating software development studios in India, the team at Juego Studios are excellent partners to work with all thanks to the work ethic laid down. Had a wonderful time working with team who was always well versed with technicalities and precise with timelines, deliverables and project planning. Would love to recommend Juego to anyone without hesitation!
Jonathan Fitzgibbons
Project Manager
United-Airlines
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)
It was great working with Juego Studios on our gaming application. We truly appreciate the team’s efforts & their commitment to the project.
Mohammad Parham Al Awadhi
Vice President,
Group IT – Emirates NBD
We partnered with Juego Studios for the development of Munna Michael, a Bollywood based game & they did a terrific job. Our main concern was to develop a good game within specific timelines and they delivered a quality product. They also help us with theme/event-based updates on a regular basis.
Vaibhavi Parikh
General Manager,
Erosnow Games
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
I want to reach out Juego Team and thank you for all the great work on the SSCS mobile application. Its been a pleasure working with Juego Studios on this project and looking forward to partnering with team again in the future.
Mathew Butler
Mobile Center of Excellence,
IEEE
How a Production Runs With Us
Discovery & Audit
Week 1
Core loop, market positioning, technical requirements, engine selection, and feature scope assessed before anything else. Real blockers surfaced, recovery path mapped, and a risk register documented—your team approves before a single line of code is written.
Pre-Production
Weeks 2–4
Repositories, CI/CD, asset workflows, and technical architecture locked down before production code is written. Your team signs off on the architecture document before anything enters the build.
Asset Production
Sprint-based
Characters, environments, props, HUD elements, rigs, VFX, and audio built to platform specification and validated in-engine as they land — not batched for review at the end. Every asset meets the visual target your team signed off on.
Full Game Production
Alpha through Beta
Mechanics, AI, physics, level design, progression, and quest logic built in the same sprint cadence as assets — shared tooling, shared standards. Builds progress from MVP to Alpha to Beta with structured playtests and performance monitoring at every stage.
Deployment & Maintenance
Gold → Launch Window
Certification requirements in the test suite from sprint one — launch is a handoff, not a scramble. Final QA, performance tuning, metadata, and server configuration completed before go-live. Post-launch hotfixes, patches, and player-facing updates managed under the same team.
Live Game Services
Launch + Post-Launch SLA
Seasonal events, economy balancing, matchmaking optimization, and support moderation managed as a revenue function. D1, D7, D30, and ARPDAU targets on a documented SLA — uptime commitments and patch response windows in the contract before go-live.
Send a brief. Get a scoped execution plan within 48 hours.
Frequently Asked Questions
Juego Studios provides full-cycle development, co-development, and outstaffing across mobile, PC, and console — built in Unity 3D, Unreal Engine 5, Godot, and HTML5. Every game development service engagement covers gameplay engineering, multiplayer systems, LiveOps, porting, platform certification, and QA. 200+ titles for Disney, Sony, Warner Bros. Games, Tencent, Scopely, and Gameloft — a 250-person studio and one of the leading game development companies in India, with offices across the US, UK, KSA, and UAE.
For co-development engagements, the team contributes reviewed work within the first sprint — typically by day five. Repo access, Jira, Perforce, Git, Slack, and CI/CD are configured before day one. Week one is a structured audit: codebase reviewed, milestone plan assessed, real blockers surfaced. Most engagements are inside your sprint before the end of week one.
Yes. PS5 TRC, Xbox TCR, and Nintendo Lot Check certification is managed in-house, with pre-submission audits included as standard. Platform-specific test cases are in the QA pipeline from the first build. Every fixed bug carries an automated regression test. First-pass certification has been completed across PS5, Xbox Series X|S, and Nintendo Switch on multiple shipped titles.
The lead engineers and artists named at scoping are contractually committed by name, not role title. Roster, seniority, and shipped-title experience are shared before contract signature. No substitutions without approval. If a senior contributor must leave, you’re informed within 24 hours and a replacement at equivalent seniority is proposed within 48 hours.
A co-development engagement on a single vertical can start from $50K. Full-cycle for a mid-core mobile title typically runs $200K–$600K; a full-scale AA console title $500K–$2M+ depending on platform count, genre, and timeline. Send a brief, and a scoped recommendation comes back within one business day.”
As a 3D/2D game development company working across PC, console, and mobile, Unity 3D (DOTS/ECS, HDRP/URP, IL2CPP, Addressables) and Unreal Engine 5 (C++, Nanite, Lumen, Chaos, GAS) are primary — at engine level, not just the editor. We also work in Godot, HTML5, CryEngine, and custom C++. Console rendering: Vulkan, Metal, GNMX, GDK. Middleware: FMOD, Wwise, Photon, PlayFab.
About US
10+
Years in Market
50+
Clients
200+
Projects
250+
Team