Game development services

From first playable
to the systems underneath.

Unity, Unreal C++ and custom engine development. We work with you to define the problem, build a practical solution and leave your team with source and documentation they can use.

What we do

Three ways we can help.

Game development

Playable prototypes, vertical slices and gameplay implementation in Unity and Unreal C++. Character movement, combat, enemy AI, input and the interfaces that connect them.

Unreal work: Shifter →

Systems and tools

Procedural generation, designer-facing editors, runtime tuning, saves and content pipelines. We build tools that let the people making your game work directly with it.

Try a generation experiment →

Engine and graphics

C++ runtime systems, rendering, editor integration and asset workflows. We can work within an existing codebase or help establish the foundations of a new one.

Inside Cat Splat Engine →

Technology case study

Cat Splat Engine

A C++ runtime and toolchain developed together: author a scene, run it, and keep iterating.

  1. 01 · AuthorA dockable editor for scenes, components and game UI.
  2. 02 · RunA standalone player sharing the engine's scene format.
  3. 03 · ValidateA headless tool for checking project content.

Working foundations

The C++17 runtime uses OpenGL 3.3, with physically based rendering, cascaded shadows and post-processing. Scene editing, serialization and play-in-editor support the day-to-day development loop.

Physics, scripting and audio sit behind separate interfaces. Backends include Jolt and PhysX for physics, Lua for scripting and miniaudio for audio.

What this work demonstrates

Rendering and tools designed as parts of the same workflow, with replaceable subsystems and content checks. It is the foundation for our low-level engineering work.

An actively developed engine, not a released game platform. Windows is the current supported target; wider platform support is planned.

Explore the source →

Future direction

Planned work, separate from the capabilities available today. No delivery dates are announced.

  • Swappable rendering: a modern Vulkan backend with OpenGL retained as a compatibility option.
  • Ray tracing: explore hardware-accelerated lighting after the renderer foundations are in place.
  • More platforms: expand runtime support and packaging, including mobile targets.
  • Peer-to-peer rollback: investigate networking around Jolt, including state restoration and determinism testing across supported targets.

How we work

A clear scope.
A useful handover.

Start with the project stage, the problem and what a successful result would look like. We agree the scope, timing and cost together.

That might be a prototype, one subsystem, a tool or a codebase review. We use testing and content validation where they help catch expensive mistakes, and document the work for the person maintaining it next.

We are a small Toronto team working in English. Availability and the mix of engineering, design and art support are agreed for each project.

What are you building?

Tell us where the project stands, what you need help with and your preferred timing. We will talk through whether we are a fit.

info@catsplatstudios.com