Why Choose Juego Studios to Build Your Game
AI Speed. Human-In-The-Loop, Always.
JAI is our proprietary AI pipeline, built on over a decade of production experience. Take your game from idea to MVP up to 5X faster, with a human in the loop. No output reaches your build without clearing a senior review gate first.
A playable MVP sooner. Production-grade quality that still holds up in QA, platform certification, and on launch day.
KPIs Documented Before Development Begins.
We lock in the numbers before a sprint starts: player retention (D1, D7, D30), daily revenue per player (ARPDAU), crash-free rate, and frame-rate stability, written down as deliverables, not aspirations.
Console certification (Nintendo Lotcheck, Sony TRC, Xbox XR) sits 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 game 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 games, 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 in mobile gaming at scale on 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 Lotcheck 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 high-end console and PC 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. Retention and revenue targets (D1, D7, D30, ARPDAU) 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.
Senior engineers, artists, and QA specialists assigned by name, matched to your engine, genre, and platform, with roster and shipped-title experience confirmed before contract signature. Isolated repositories, role-based access, and 100% IP transfer on completion. Scale capacity up at Alpha, reduce at Live without headcount overhead or knowledge loss.
The Right Team Setup for Every Game
FULL-SCALE PRODUCTION
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: Taking a game idea or an existing IP to launch when you have the budget but no production team of your own.
CO-DEVELOPMENT
Your Sprint. Our Team. Running from Day One.
A dedicated game development 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: Builds already in production that have a gap in engineering, art, or QA and need a dedicated team inside the current pipeline.
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: Filling one specific gap, such as an engineer, artist, or QA lead, on a live game or a multi-platform build.
Our Case Studies
Popular Games We Shipped
Sports Simulation
What Clients Say
Well, I signed up to work with Juego Studios 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 was 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 a Production Runs With Us
Discovery & Scoping
Week 1
We review your idea or current build first: core loop, market positioning, technical requirements, engine selection, and feature scope. Blockers are surfaced, a risk register is documented, and you approve the plan 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. You sign 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 you 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, and we'll respond within 2 business days.
Frequently Asked Questions
We build mobile, PC, and console games from first idea to live launch, through full-scale production, co-development, or outstaffing, in Unity 3D, Unreal Engine 5, and HTML5. Every engagement covers gameplay engineering, multiplayer systems, LiveOps, porting, platform certification, and QA. We have shipped 200+ titles for clients, including Disney, Sony, Warner Bros. Games, Tencent, Scopely, and Zynga. Our delivery team is based in India, with offices in the US, UK, and KSA, and US contracts go through Juego Studios Inc.
Start with a scoping call. We go through your idea, target platforms, and budget, then recommend the engagement model, team shape, and a realistic first phase. You don’t need a finished design document, and you approve the plan before any production code is written. Tell us what you’re building, and we’ll respond within 2 business days.
Our co-development teams start contributing reviewed work within the first sprint, typically by day five. Repo access, Jira, Perforce, Git, Slack, and CI/CD are configured before day one, and week one includes a structured audit of the codebase and milestone plan to surface blockers. Most engagements are inside your sprint before the end of week one.
Yes, we manage PS5 TRC, Xbox XR, and Nintendo Lotcheck certification in-house, including pre-submission audits as standard. Platform-specific test cases are built into the QA pipeline from the first build, and every fixed bug carries an automated regression test. Multiple shipped titles have passed first-pass certification across PS5, Xbox Series X|S, and Nintendo Switch.
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.
Cost depends on scope, platforms, art volume, and timeline. A co-development engagement on a single area can start from $50K. A small 2D game built from scratch typically runs 20K–100K, full-cycle production for a mid-core mobile title 200K–600K, and a full-scale AA console title starts around $2M and can run to $10M or more. Tell us what you’re building, and we’ll respond within 2 business days with a range for your game. See what affects game development cost.
Most commercial game projects take 6 to 30 months from kickoff to launch. We scope each project against your idea or design document, target platforms, and art volume. Tell us what you’re building, and we will respond within 2 business days.
There are six main stages: Discovery and Scoping, Pre-Production, Asset Production, Full Game Production, Deployment and Maintenance, and Live Game Services.
Deployment covers store submission and platform certification prep for PS5, Xbox, and Nintendo Switch. Live Game Services carries retention targets (D1, D7, D30) after launch.
Mobile
PC
Full-Cycle
Co-Development
Outstaffing