Game Development

Make the core loop worth playing before expanding the game.

A game idea becomes testable when someone can play, make a decision and want another turn. We develop bounded digital games and playable prototypes around that loop, with clear controls, progression, performance targets and ownership of the next release.

DIRECT ANSWER

Game development turns rules, interactions and assets into a playable experience. Wavect scopes a prototype, representative vertical slice or defined release, then implements and tests its gameplay, state and delivery requirements.

Best for

  • Teams testing a specific game mechanic or first playable release
  • Educational, serious or branded games with a defined audience

Consider another approach

  • A product idea whose audience and purpose are still undecided
  • A product viewer without gameplay, challenge or progression

Choose what the player does again

Start with one meaningful action and its consequence: solve a puzzle, make a tactical choice or complete a learning challenge. We specify the start, success, failure and retry paths before multiplying levels. A prototype tests the mechanic; a vertical slice also demonstrates the agreed production quality. If the underlying audience or business goal is still unclear, Software Discovery owns that earlier decision.

Pick the delivery target before the engine

Browser, desktop and mobile releases impose different controls, loading and distribution constraints. We agree the target hardware, engine version, dependencies and test build first. Unity, Unreal Engine, Godot or a browser stack are options to evaluate against the project. Required engine and art capacity is confirmed before booking. Headset interaction, tracking and comfort belong with VR and XR Development.

Decide what survives a lost session

Write down which settings, checkpoints, inventory and rewards persist, and which reset each round. We define save ownership, version compatibility and recovery when a write is interrupted. The Godot saving guide illustrates why persistent objects and reconstruction need explicit design. Local progress, account synchronization and competitive scores have different trust requirements; the brief identifies the authoritative record.

Watch players use the actual build

A playtest asks whether players understand the goal, recognize feedback and recover after a mistake. We agree the participants and tasks, record observed friction and separate tuning decisions from reproducible defects. Controls, readable UI, audio settings and pause behavior are reviewed on the target devices. Findings identify the build version and test conditions. Changes to difficulty or feedback are then checked again with the intended audience.

Illustrative acceptance: finish, leave and return

A player completes a challenge, receives its reward once and reaches a checkpoint. After closing and reopening the agreed build, the correct progress and settings return. Replaying the completion action does not duplicate the reward; an interrupted save follows the agreed recovery behavior. The build also meets its agreed loading, memory and frame-time budgets on the named minimum device. This is a proposed acceptance exercise, not a reported customer result.

Leave a build another person can reproduce

Delivery includes the source repository, build instructions, agreed editable assets, dependency and licence records, known issues and acceptance results. We identify who owns developer accounts, submissions, updates and support. Store approval is an external decision. A release milestone ends with the contracted deliverables; ongoing content updates, moderation and server operation need their own responsibilities and budget. Your team should know how to make and verify the next build.

Questions before you start

Choose a prototype to test whether a mechanic works with players. Choose a vertical slice when you also need to judge representative visuals, audio, performance and production effort. Agree the question it must answer before expanding the content.
Only when explicitly scoped. Player accounts, authoritative game state, matchmaking, reconnection, abuse controls, load testing and server costs need their own design and acceptance criteria. A successful local prototype does not settle those requirements.
Yes, within a defined brief. We connect the learning objective to player decisions and feedback, then agree how understanding will be evaluated. Completion scores alone do not demonstrate learning or certify a person for a real-world task.
We agree an asset list, quality references, licensing and production responsibility before estimating. 3D Modelling covers standalone asset work. Specialist art, animation and audio capacity must be confirmed for the project; it is not assumed in a programming scope.
Bring the source, engine and plugin versions, a reproducible build and the problem to address. We assess ownership and compatibility, then scope a feature or stability change. Independent release review can be arranged through Software QA.

Discuss your game project

Describe who will play, the target devices and the smallest complete experience. Include an existing build or design document if available, and identify which code, artwork and audio you already own.