Unity Development
Touch kiosks, real-time configurators, interactive installations, and mobile experiences. Unity 6 with C# and custom runtime tooling built for reliability at scale.
Unity, Unreal Engine, broadcast motion systems, and interactive kiosks — built for 99% uptime, deployed to fleets, operated without an on-site callout.
Touch kiosks, real-time configurators, interactive installations, and mobile experiences. Unity 6 with C# and custom runtime tooling built for reliability at scale.
High-fidelity real-time 3D for broadcast, visualisation, VR, and enterprise simulation. Nanite, Lumen, and custom Blueprints / C++ for demanding performance targets.
Data-driven motion systems for broadcast and live events. Live WebSocket feeds, sub-50ms data-to-pixel latency, and zero pre-render dependencies.
Touch-first, hardware-constrained applications built for reliability. Phased rollout pipelines, OTA deploy, and remote fleet monitoring included.
Mobile and PC game development in Unity or Unreal Engine. Game design, engineering, and publishing pipeline support — consumer and enterprise.
Remote update infrastructure for kiosk and headset fleets. Delta updates, rollback support, and fleet health dashboards. No on-site visits required post-launch.
We start with your exact display, processor, and input device. Every design and engineering decision flows from the physical constraints of the target hardware.
Real-time applications that crash look worse than no application. We target 99%+ uptime from the first day of production — not as an afterthought.
10% of devices first, then 25%, then full fleet. Bugs caught in batch one never reach the remaining units. This process is built into every Studio engagement.
OTA updates, remote diagnostics, and fleet health monitoring. Popaya-supported, no-callout post-launch operation is the norm — not the exception.
Most of our work is under NDA — we share more on a 30-min intro call.
The kiosk has been running for three months without a single on-site callout. That has never happened with any of our previous vendors.
The broadcast motion system went live in week 16 as promised. It's been on-air for six months. It has never dropped a frame.
Unity on kiosks with an OTA update pipeline. I'd been told it wasn't possible by two other studios. Popaya delivered it in six weeks.
Yes, though most of our Studio work is enterprise: kiosks, training, and broadcast. Consumer mobile games are in scope for the right partner with the right brief.
Unity 6 and Unreal Engine 5 are our primary engines. We can also scope work in Godot for specific use cases.
Yes. We integrate with whatever MDM system is already managing your fleet — or set one up as part of the engagement. The OTA pipeline is ours to maintain.
We run a technical rehearsal period before the live window and provide on-call support throughout. The broadcast system has an operator override for every graphic element.
We use a few cookies.
Strictly necessary cookies keep the site running. We also use privacy-focused analytics to improve our content. No third-party advertising trackers. Privacy policy →