Game & Immersive Development · Unity development
Unity projects built on clean, maintainable C#
We build Unity games and real-time 3D applications for mobile, PC, console and XR, with structured C# architecture, Addressables-based content and build automation that keeps the project healthy long after the first release.
- Structured C# architecture
- URP and HDRP setup
- Addressables content
Overview
Getting the most from Unity without the usual mess
Unity’s strength is speed: an idea can be playable within days, and one codebase can target phones, PCs, consoles, browsers and headsets. The risk is that early shortcuts become permanent. Logic scattered across scene objects, hard references between prefabs and global singletons make every later change slower. We set conventions for assemblies, folders, scenes and data early, so the project stays easy to change as content and team size grow.
Several decisions shape a Unity project for years. The Universal or High Definition render pipeline determines both visual ceiling and platform reach. Addressables or simpler asset loading affects download size and patching. The newer Input System, DOTS for heavy simulation, and which Unity LTS version to track each have trade-offs. We explain these in plain terms, make a recommendation and record the reasoning in the project itself.
A healthy Unity project builds from a clean checkout with one command, runs automated tests, and can be upgraded to a newer LTS release without weeks of firefighting. We also keep upgrade notes in the repository, so each LTS move is a planned task with a checklist rather than a risky surprise late in production.
Who it’s for
Built for teams like yours
- 01
Teams starting a Unity project
Studios and product teams beginning a new game or real-time app who want the architecture, pipeline and conventions set up properly from the first commit.
- 02
Owners of aging Unity codebases
Teams whose project has grown hard to change, slow to build or stuck on an old Unity version, and who need an audit and a practical cleanup plan.
- 03
In-house teams needing extra hands
Studios with their own Unity developers who need additional engineers for a feature, a platform port or tooling work, following the conventions already in place.
Why it matters
Unity is easy to start and easy to tangle
Unity lets a prototype come together in days, which is also why many projects collapse under scene spaghetti and singletons a year later. We structure code around clear systems, use ScriptableObjects and dependency boundaries sensibly, and keep scenes, prefabs and Addressables organized so new features do not break old ones.
We pick the render pipeline, input system and package versions deliberately, and we document why, so the next developer who opens the project, whether on your team or ours, understands the decisions instead of guessing at them.
Every engagement includes
- Project assessmentgoals, platforms and existing code reviewed before we plan work.
- Architecture plansystems, folder structure and conventions agreed and written down.
- Iterative buildsplayable versions delivered at each milestone for review.
- Profiling & QAUnity Profiler and device testing on every target platform.
- Build pipelineautomated, repeatable builds set up in your own repository.
- Handoversource, documentation and a walkthrough for your developers.
Features
Our Unity toolkit
- 01
Structured C# architecture
Clear system boundaries, data-driven configuration and testable code instead of scripts scattered across scenes.
- 02
URP and HDRP setup
Render pipeline chosen for your platforms, with shaders and post-processing tuned to stay within budget.
- 03
Addressables content
Assets loaded and updated on demand, keeping builds smaller and enabling content updates without full releases.
- 04
Custom editor tools
Inspectors, windows and validators that make designers faster and catch content mistakes early.
- 05
Automated builds
CI pipelines that produce signed builds for each platform, so releases do not depend on one laptop.
- 06
Upgrades and audits
Unity version upgrades, package cleanup and performance audits for projects that have grown difficult.
In practice
Common Unity engagements
New games across platforms
Building a game in Unity from prototype to release, with platform-specific input, UI scaling and performance settings planned so one project can ship to several stores cleanly without separate codebases to maintain.
LTS upgrades and package updates
Moving a project to a current long-term support release, replacing deprecated APIs and packages, and fixing rendering or build differences, with automated tests confirming gameplay behavior stays the same after the move.
Editor tools for designers
Custom inspectors, level editors and data-validation tools that let designers build and check content inside Unity, reducing manual mistakes and routine requests to programmers, and catching broken references before they reach a build.
Real-time 3D for non-game uses
Product configurators, training simulations and interactive visualizations built in Unity, often for web or tablet, where stable performance and simple updating matter more than visual effects or a long list of features.
Process
How we work
- 1
Version review
For existing projects we review the Unity version, packages, scene structure and build times. For new ones we choose the LTS release, render pipeline and input approach together, based on your platforms and team.
- 2
Architecture conventions
Assembly definitions, folder layout, ScriptableObject data patterns and coding standards are written down and set up in the repository, so every developer works the same way from the very first week of the project.
- 3
Content pipeline
Addressables groups, import presets and naming rules are configured, so new content can be added, patched or downloaded later without rebuilding the whole application or forcing every player to download everything again.
- 4
Feature milestones
Gameplay and tools delivered in milestones, each with playable builds, Unity Test Framework coverage for core systems and profiler captures on your target devices, so regressions are spotted before they pile up.
- 5
CI and handover
Automated builds for each platform run on every merge. We finish with a walkthrough of the architecture so your team can extend the project with confidence, and we answer follow-up questions during an agreed handover period.
Deliverables
What you receive
- Unity version and package decision record
- Architecture and coding conventions document
- Addressables and import preset configuration
- Custom editor tools for your designers
- Automated tests for core systems
- CI pipeline producing builds per platform
- Recorded architecture walkthrough
Tools & methods
Unity core
- C#
- URP
- HDRP
- Addressables
- Input System
- DOTS
Testing & CI
- Unity Test Framework
- Unity Build Automation
- GitHub Actions
- GameCI
- Jenkins
Profiling & debugging
- Unity Profiler
- Memory Profiler
- Frame Debugger
- Rider
- Visual Studio
FAQ
Frequently asked questions
Anything else about Unity development? Ask us directly.
That depends on your organization’s revenue and funding under Unity’s current terms, which change from time to time. We review the latest licensing with you during discovery so there are no surprises. The license is always held in your organization’s name, not ours.
Let’s work together
Have a project in mind?
Book a strategy call and we’ll show you exactly how to turn your goals into a system that generates consistent results.