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Practice · Studio

Real-time & animation.

Unity, Unreal Engine, broadcast motion systems, and interactive kiosks — built for 99% uptime, deployed to fleets, operated without an on-site callout.

What we deliver

Six real-time disciplines. One team.

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.

Unreal Engine

High-fidelity real-time 3D for broadcast, visualisation, VR, and enterprise simulation. Nanite, Lumen, and custom Blueprints / C++ for demanding performance targets.

Real-time Animation

Data-driven motion systems for broadcast and live events. Live WebSocket feeds, sub-50ms data-to-pixel latency, and zero pre-render dependencies.

Interactive Kiosks & Installations

Touch-first, hardware-constrained applications built for reliability. Phased rollout pipelines, OTA deploy, and remote fleet monitoring included.

Game Development

Mobile and PC game development in Unity or Unreal Engine. Game design, engineering, and publishing pipeline support — consumer and enterprise.

OTA Deploy Pipelines

Remote update infrastructure for kiosk and headset fleets. Delta updates, rollback support, and fleet health dashboards. No on-site visits required post-launch.

How we work

How the Studio practice works.

01Hardware

Constraints before code

We start with your exact display, processor, and input device. Every design and engineering decision flows from the physical constraints of the target hardware.

02Build

Reliability over features

Real-time applications that crash look worse than no application. We target 99%+ uptime from the first day of production — not as an afterthought.

03Rollout

Phased fleet deployment

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.

04Operate

Remote operation post-launch

OTA updates, remote diagnostics, and fleet health monitoring. Popaya-supported, no-callout post-launch operation is the norm — not the exception.

Studio · Selected work

Things we've shipped.

All Studio work

Most of our work is under NDA — we share more on a 30-min intro call.

What clients say

From the partners.

All Studio reviews
The kiosk has been running for three months without a single on-site callout. That has never happened with any of our previous vendors.
Head of Retail Technology
Retail Chain · NDA
2026
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.
Head of Broadcast Technology
Media Brand · NDA
2023
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.
VP Operations
Retail Chain · NDA
2026
FAQ

Before we talk.

  • 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.