Full-Cycle Co-Development
A 20-month co-development engagement covering pre-production, vertical slice and live content for a mid-core mobile title on Unity. Astel Games embedded 26 developers across art, engineering and QA, and owned three of the client's seasonal content drops from planning through store submission.
- Client
- Tencent
- Engine
- Unity
- Platforms
- iOS, Android, PC
- Year
- 2022-2024
- Duration
- 20 months
- Team size
- 26 developers
- Disciplines
- Full-cycle production, Gameplay engineering, Art direction, Live-ops content
- Category
- Full-cycle
Artwork from our archive. High-resolution originals are available on request under NDA.
What the client needed.
The client's roadmap required a content drop every ten weeks, but their internal art team was fully committed to the launch build. Our pod also had to work inside the client's existing Unity project, code review rules and Jenkins build chain from the first week.
- Stood up a 26-person pod with its own producer, art lead and build engineer within two weeks.
- Adopted the client's branch model and review rules, with no separate pipeline or shared-asset fork.
- Scheduled a daily 30-minute overlap call in Shenyang's morning plus a written handover each evening.
- Built a reusable character and skin template supporting four rarity tiers and three attachment slots.
- Ran a two-week pre-production sprint before production art began on each seasonal drop.
- Three seasonal drops shipped on schedule, each with 60 or more new assets and five characters.
- Rework across our disciplines stayed under 8% of delivered hours over 20 months.
- Handover documentation let the client's internal team run the fourth season without us.
Have a similar production coming up?
Tell us the scope and the date. We will tell you what it takes — honestly, including what we would not promise.