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CASE STUDIES

NEOMYTH

Neomyth needed a reliable partner that had the skills and experience to help them build their debut title (a sci-fi action game). They also needed someone who could scale to meet their ambition, sourcing high-quality resources as and when they needed it to help them hit their milestones.

Neomyth engaged Meteor Pixel as a full co-development partner to help them bring their vision to life. We’ve worked alongside them throughout the process - from initial ideation through to protoyping and beyond. We’re incredibly excited to see what the future holds for Neomyth and their game, and are honored to be with them on the journey.

TWO POINT MUSEUM

Two Point needed a partner to work with their internal art team to build hundreds of unique assets, including exhibits, props, environments and more…

We provided Two Point with a small team of highly experienced and talented 3D artists who were able to quickly adopt their classic style and produce a high volume of assets in a very limited amount of time. We worked with Two Point to develop time saving pipelines and processes that supercharged development - maximising our impact whilst keeping costs low.

Here’s what Jo Koehler, Executive Producer, said about working with Meteor Pixel:

“Working with Meteor Pixel on Two Point Museum was a joy. They worked in deep collaboration with the designers and artists at Two Point throughout the whole project and the end results speak for themselves! I'd recommend them to any studio!”

DEATHGROUND

The team at Deathgrounds needed a partner that could integrate a small team with their own internal engineering team to help with building out core gameplay features and adding UI.

Here’s what Andrew Lloyd, Senior Producer at Jaw Drop, had to say about working with Meteor Pixel:

“Meteor Pixel are some of the most professional individuals I've ever worked with, I look forward to working with them again in the future.”

DATE EVERYTHING

Sassy Chap needed a partner who could work alongside their existing engineers to build out the complex UI systems for the game.

Our talented team had a blast working on this critical and commercial hit, and the results speak for themselves.

FLOCK

Hollow Ponds approached us as they were requiring a complex UI overhaul for their title Flock. Alongside this, they required UX feature implementation such as requirement for keyboard and mouse compatibility to be added.

We supported Hollow Ponds with one of our Unreal Engineers who was highly experience in building UI within the Unreal Engine (C++ and UMG). Within a three month timeframe, our engineer overhauled the existing solution by building custom C++ widgets and integrating them with ‘Common UI’ (a new toolset within the engine) and integrated this across the project.

Here’s what Ricky Hagget, Creative Director at Hollow Ponds, had to say about working with us:

“Meteor Pixel helped us with a number of complex issues in Flock. They were able to familiarise themselves with the code and start making useful changes within days... I would heartily recommend working with Meteor Pixel.”

THE PIRATE QUEEN

Rapidly prototype gameplay systems for a fast-moving VR experience, in addition to setting up and managing devops and technical production.

We provided Singer Studios with a small team of engineers, including a principal, who were able to rapidly develop a number of gameplay systems/mechanics within a short time frame. Our principal engineer was also responsible to setting up and managing the projects source control, CI/CD, tech production, builds and more.

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