Pixent Interactive is a game development studio building Unity and Unreal Engine titles across mobile, PC, and console, with particular depth in real-time multiplayer systems and arcade-style genres like infinite runners and hyper-casual games. We handle full-cycle development so studios and publishers get a technical partner, not just outsourced labor.
01.How We Work
A consistent process for every project, regardless of platform.
Discovery & Scoping
We start by understanding the problem you're solving, not just the feature list, so we can flag risks and scope realistically before any code is written.
Prototype the Riskiest Part
Every project has one part most likely to fail technically — real-time sync, a custom shader, a tracking pipeline. We build that first, in isolation, before committing to the full architecture.
Build
Full development against the validated prototype, with regular check-ins so you see progress incrementally instead of a single reveal at the end.
Test & QA
Performance, platform, and edge-case testing across the target devices, not just the one we developed on.
Launch & Support
We ship with a handoff you can actually maintain, and stay available for the fixes and iterations that come after launch.
02.Unity and Unreal Engine Development
We build in both Unity and Unreal Engine depending on the project’s performance and platform needs. Unity is our primary engine for mobile and cross-platform titles; Unreal comes into play for projects that need higher-fidelity rendering. Either way, our team handles gameplay programming, systems architecture, and optimization as one continuous process, not handed-off pieces.
03.Multiplayer and Real-Time Game Development
Multiplayer is one of the areas we go deepest on. Real-time multiplayer comes down to three hard problems: networking, matchmaking, and state synchronization, and getting all three right under real-world latency and packet loss is what separates a playable multiplayer game from a technical demo. We build server-authoritative architectures, handle client-side prediction and reconciliation, and design matchmaking and lobby systems sized to the game’s actual player concurrency, not a generic template.
04.Genres We Build: Arcade, Infinite Runner, Hyper-Casual and More
Genre expertise shapes every technical decision in a build, from how a level generates to how tightly controls need to respond. We work across:
- Arcade and score-attack games built around tight, replayable core loops
- Infinite runners and endless-genre games, including procedural level generation and object pooling for performance
- Hyper-casual and hybrid-casual titles designed for fast iteration and rapid prototyping
- 2D and 3D titles across mobile, PC, and console
05.Platforms We Support
- Mobile: Android and iOS, native and cross-platform
- Desktop: Windows and PC storefronts
- Console: game porting and console-specific optimization
- Cross-platform: shared codebases built to ship on multiple platforms without a rebuild
06.Recent Work
Recent examples include WorldForge, a UGC sandbox game with a custom world editor and compute-shader-based terrain painter built over a two-year cycle. See more in our portfolio.
07.Frequently Asked Questions
Do you build multiplayer games from scratch or integrate existing networking solutions?
Both, depending on the project. We use established networking frameworks where they fit the game’s scale and budget, and build custom server-authoritative solutions when a project needs tighter control over latency, anti-cheat, or synchronization than an off-the-shelf solution provides.
What engine should I use for my game, Unity or Unreal?
It depends on your target platforms and visual ambitions. Unity generally wins for mobile-first and cross-platform titles thanks to build size and iteration speed. Unreal tends to make more sense when high-end visual fidelity is the priority. We’ll recommend based on your specific project rather than defaulting to one engine.
Do you build infinite runner and endless-genre games?
Yes. Our core loop work covers procedural level generation, object pooling for performance at speed, and progression and scoring systems tuned for session-based replayability, the technical foundations behind arcade, infinite runner, and hyper-casual games.
08.Let’s Talk About Your Game
Whether you have a full design document or just a genre and a platform in mind, we can scope what it takes to build it. Get in touch to start the conversation.