If you need help achieving your creative vision with minimal compromise, we can help.
We specialise in Technical Art/Animation/Design & Engineering – we don’t just provide resources, we embed into your team & understand the vision.
So whether you need a bit of help getting your game across the finish line, or you need help taking on whole features – we’ve got you covered!
TECHNICAL ART
Technical Art & Pipeline Development Technical Animation UI Design & Implementation Lighting & Environmental Effects VFX Creation & Integration
TECHNICAL DESIGN
Systems & Technical Game Design Level & World Design Rapid Prototyping & Iteration
ENGINEERING
Programming (C++, C#, Python, Blueprints) Rendering & Shader Development and Optimization Performance Profiling & Optimization Bespoke Tools Development & Pipeline Automation Platform Porting
UNREAL ENGINE
Extensive expertise in Unreal Engine 4 and Unreal Engine 5 development, covering Blueprints, C++, gameplay systems, engine customization, and a wide range of advanced technical content creation tools.
OUR BACKGROUND
Before forming Blueshift Interactive, our founders contributed to a wide range of acclaimed projects across AAA and indie at leading studios.
GAMES WE’VE WORKED ON
GOOD BOY
UNREAL ENGINE 5 | PUBLISHED BY TEAM 17 | EPIC MEGAGRANT RECIPIENT
We partnered with Observer Interactiveon Good Boy, an ecosystem-driven metroidvania with cosy vibes built in Unreal Engine 5. Our team provided engineering and technical art support, alongside licensing elements of our proprietary tech stack.
Key contributions include:
Early prototyping of core gameplay systems, source control setup, C++ groundwork, and UI development
Gameplay engineering, including equipment and QTE-style minigame systems with full Blueprint integration
R&D on a kinematic movement system
Foundation for PCG (Procedural Content Generation) tools
Development of terrain shading & tooling, and setup of runtime virtual texturing for advanced blending techniques
GPU-driven terrain and foliage deformation
Level streaming & player persistence support
Creation of a bespoke non-linear dialogue system integrated directly into UnrealEngine to support narrative and quest functionality
UNDISCLOSED VR PROJECT
UNREAL ENGINE 5 | META QUEST 2 / 3 | FUNDED BY META
We provided engineering support on an unannounced VR project for Meta Quest 2 / 3, with a focus on deep performance optimisation, alongside developing new gameplay features. Our work contributed to halving frame times across the board to achieve a consistent stable 72 FPS experience – meeting the strict performance requirements for VR.
Key contributions include:
Extensive use of Unreal Insights to identify and reduce CPU bottlenecks from characters, physics objects, Blueprints, and other systems
Multithreading critical processes to leverage available worker threads on Quest hardware
Optimisation of draw calls and environment geometry to ensure efficiency with tile-based rendering on the Quest hardware
Developed a vertex animation plugin for converting skeletal animation to GPU-based animation, supporting CPU sockets and a range of workflow improvements
Assistance with upgrading the engine version from 4.27 to 5.4
Collaboration with technical design to implement new gameplay features within performance constraints
General bug fixing and technical support across multiple project areas
UNDISCLOSED PARK RANGER SIM
UNREAL ENGINE 5 | HOUDINI | PROCEDURAL WORLD
We were initially engaged to provide technical consultation for a client developing on a parker ranger simulation game in Unreal Engine 5, with a particular focus on procedural workflows and large-scale, terrain-based map. Following an comprehensive audit and technical report, our role expanded to direct development support, building bespoke systems to optimise the team’s procedural world-building pipeline through deep integration and abstraction of Houdini Engine.
Key contributions include:
Development of a custom system which integrates Houdini Engine with Unreal Engine’sworld partition system, enabling the efficient management of a large, terrain-based world through a tile-based workflow
Bespoke tooling which integrates directly to allow artists and designers to easily interact with the procedural tools
Design and development of a data-driven system for procedural biome generation, enabling artists and designers to define logic without interacting directly with Houdini
Development of HDAs (Houdini Digital Assets) to integrate with the data-driven workflow we developed, including support for spline and mesh-based “brushes” to drive procedural generation
UNDISCLOSED TEST PROJECT
UNREAL ENGINE 5 | PROTOTYPING
We contributed to a high-profile collaboration project involving a well-known gaming and entertainment brand. Using Unreal Engine 5, we developed a playable prototype to emulate the feel and style of the client’s IP, and prototyped new mechanics for an ice-based weapon.
Key contributions include:
VFX and shader support for an ice-based weapon
Technical animation support for hit reactions and a modular weapon integration
Development of a status effect system to enable rapid prototyping of various effects
Integration of art assets
Collaboration with game design to implement responsive movement-based abilities, and snappy combat-based abilities
Rapid prototyping to support a pitch for securing a major licensing contract
“Blueshift are the best at what they do! They are able to operate at a fast-pace, within the confines and constraints of our clients & studio culture. Their work goes above & beyond, with contribution to the creative process, and help with the technical side. Passion for making good games, and doing it properly, runs through their veins. Radical Forge is proud to partner with Blueshift as and when we can.”
“Blueshift are a fantastic team that helped us take our project to the next level, helping us to take our prototype to the level needed to acquire a publisher. They helped us to implement core systems that rapidly sped up development time. Their passion and commitment to making games is unmatched and they can confidently handle any challenge given to them. We would love to work with them again!”
Unreal Engine is a registered trademark of Epic Games. All images and logos belong to their respective owners. We have contributed to these projects, but do not claim ownership All trademarks are used for identification purposes only.