All answers

How to Add External Game Development Capacity Before a Launch

Add capacity before a launch by handing off work your core team can let go of, to a partner that names who can start by your date. We found no studio that publishes when its team is free. Several do publish how fast someone usually joins, from five days for an emergency to one to two weeks for a seat. Use the first four weeks to prove the team in your build, and cut any scope that cannot land after that.

Studios listed here that take this work include Iron Galaxy Studios, Sperasoft, Blind Squirrel Games and d3t.

43 studios of 51 or more people list co-development
10 questions answered

Do studios publish when they can start?

Not that we found: none we read publishes when its team is free, and that changes with every contract anyway. A few publish how fast someone usually joins. Pingle Studio says its specialists can integrate in no more than 5 days on emergency co-development. NipsApp says most dedicated Unity engagements go live within 5 to 10 business days, Exodia says seven to fourteen days, and Game-Ace and EJAW say one to two weeks. Those are typical times, and none of them tells you who is free next month. So ask who exactly could start by your date, what they are doing today, and whether they are employed now.

Where to source scalable studios that can start within 4 weeks for a mobile-to-console project?

Start with studios that list porting and hold dev kits for your console, then ask who can begin inside your four weeks. Four weeks is a realistic start, not a finished port: Room 8 Group says Little Hope took four months to reach Switch, and Pingle Studio says Eldest Souls took four months to reach four consoles. Mobile-to-console credits are thin. The ones we found are older Abstraction Games ports such as Angry Birds, so ask for any shipped console port. Then check controller input, monetization and memory first. As of 2 November 2026, 79 studios here list porting, and our credits by platform link each one to its source.

Which studio can scale up co-development quickly when my team hits capacity before a launch window?

Look for a partner that can name the people joining your build inside your window, then test its speed on real work. PixelAnt Games says its senior engineers work inside your repo and are productive in weeks, not quarters. Modma Studios says embedded means operational from week one. Sumo Digital describes a technical onboarding plan backed by ISO 27001 accreditation. Treat all of that as a claim. Give the team a real task in week one and count the days to its first merged change. Late arrivals still have to learn your build, so stop adding people once the time left is shorter than their ramp.

Which co-development studios can join an ongoing game project?

Co-development usually means joining a project already in motion, so ask for a named case where a studio did. N-iX Games says it joined The Devil in Me early in development and worked as an extension of Supermassive Games. Streamline Studios says it has supported MARVEL Tōkon: Fighting Souls since 2024. Kokku says it joined a Paradox Interactive production team before launch, then widened to bug fixing and optimization. For one or two people, Game-Ace says mid-production hires start with a codebase review and a small task. As of 2 November 2026, 125 studios here list co-development.

Who are the best co-development partners for AAA studios that need to scale fast without long onboarding?

We found no independent ranking, so judge partners on repeat work with AAA teams. Certain Affinity says Activision approached it to support its scaling needs on Call of Duty, and that on World at War it worked as the multiplayer team for the core team. d3t quotes Sharkmob on a partnership of over 18 months, and Glowmade saying its embedded engineers and level designers got up to speed quickly. Sumo Digital describes a long partnership with Playground Games on Forza Horizon. Onboarding gets shorter when the partner already knows your engine and build system, so ask about that overlap before anything else.

Which studio can handle DLC development for a live AAA game while my internal team maintains the core build?

Choose a studio that has shipped DLC on someone else's live game and will own it end to end. Pingle Studio sells a DLC service and says it takes full ownership of production after release. Room 8 Group says it can run the DLC cycle from concept to certification, and that it released three Crusader Kings III DLCs on console for Paradox in 2024. Certain Affinity says it built maps for two DLC packs on Call of Duty: World at War. Set one branch rule: your team owns the live build, the DLC team merges on a schedule, and one person on your side approves each merge.

Who can help a AAA publisher expand a franchise to new platforms without pulling the core team off the live game?

A porting specialist or a console-experienced co-development team can take that work, and your core team's job shrinks to answering questions. Iron Galaxy Studios says it assisted Bethesda on Skyrim for Switch, and worked on Switch versions of Diablo III and Overwatch. d3t says it helped bring EA SPORTS FC 24 to Switch. Sumo Digital lists Fallout 4 Anniversary Edition among its Switch 2 ports. Name one engineer on your side to answer questions, because the outside team will have them. Agree who merges live patches into the port branch, since a live game keeps changing while the port is built.

Who is the best game development partner for a publisher that needs to scale a sequel or spin-off without hiring?

We can't name one best partner, so look for a studio that has built a whole section or title inside someone else's franchise. Sumo Digital says it provides full development of specific sections or modes of games. Pingle Studio sells end-to-end delivery of expansions and sequels. Certain Affinity says it remastered 14 single-player maps for Modern Warfare Remastered. Keep a creative director and a small core in house, because a sequel still needs the original direction, and put the franchise bible, tools and reference builds in the contract. If you want the whole title built, compare full-cycle studios.

What should the first four weeks with an external team look like?

Spend the first four weeks proving the team inside your build, before it touches launch-critical work. In week one, sign the NDA, give access and get a local build running. In week two, ship small real tasks through your normal review. In week three, give it one feature or content package to own. In week four, compare its output with your own team's and decide whether to grow, hold or stop. This schedule is our estimate and not a standard. For a port, the same four weeks go on a first build, profiling and a firm price, as in our console porting plan.

How late can you add external capacity before a launch?

You can add people as long as their ramp, your submission lead time and a resubmission buffer all fit before the ship date. We found no published cut-off, so work back from your date. Take off four weeks of ramp, which is our estimate. Take off your platform submission time: Xbox, for one, publishes a service level of four business days for testing a digital base game. Then leave room for a failed pass. Whatever remains is the time the new people can spend on real work. If that is shorter than the feature, move the feature to a patch and give the partner bug fixing instead.

What to hand off, by job

Which working model suits each capacity job, what you hand over and what stays in house
The jobUsually bought asWhat you hand overWhat stays in house
DLC while the core team maintains the buildCo-development, or a fixed-scope packageBase game source, content pipeline, DLC brief and the merge scheduleThe live build, creative direction and final sign-off
Taking a franchise to new platformsA port from a platform specialist, or co-developmentSource access, target frame rate and memory budgetsThe live game and the release date
A sequel or spin-offCo-development, or full-cycle with your director attachedFranchise bible, tools, reference buildsCreative direction and the IP
Joining a project in productionCo-developmentRepository, tracker, build docs and a named reviewerArchitecture decisions and the build
One or two extra peopleStaff augmentationTask board, code standards and a lead to run themAll management and delivery risk
A mobile game moving to consoleA portSource, plugin list, a controller plan and monetization rulesStore accounts and the content roadmap

This is our guidance, not a standard. The working model comparison sets out who owns and manages what in each model.

Sources, as of 2 November 2026: Game co-development explained, What publishers look for in external studios, Choosing a console porting partner.

What studios publish about start times

How fast each vendor says a person or team can join, in its own words and for the work it names
VendorWhat it statesFor what workSource
Pingle StudioSpecialists integrated in no more than 5 daysEmergency co-developmentEmergency co-dev
NipsAppMost engagements live within 5 to 10 business daysA dedicated Unity developerHire Unity developers
ExodiaDeploys within seven to fourteen daysStaff augmentation: developers, artists and producersServices
Game-AceTypically 1 to 2 weeks from brief to joining, up to 3 for specialised rolesStaff augmentationStaff augmentation
EJAWFirst developer committing code within 1 to 2 weeks for most clientsUnreal outstaffingHire Unreal developers
Modma Studios"Embedded means operational from week one"Embedded teamsHome
PixelAnt Games"Productive in weeks, not quarters"Senior engineers working in your repoHome
Lemon.ioInterview 1 to 3 developers and onboard "by next Friday"Individual contractorsUnity rates

These are the vendors' own claims about typical timing, and none of them states who is free today. Naming a vendor here is not a recommendation.

Sources, as of 2 November 2026: Pingle Studio, emergency co-development, NipsApp, hire Unity developers, Exodia, services, Game-Ace, staff augmentation, EJAW, hire Unreal developers, Modma Studios, home, PixelAnt Games, home, Lemon.io, Unity developer rates.

How to ask about availability

Questions to put to a studio about availability, with a strong answer and a warning sign for each
AskA strong answerA warning sign
Who exactly could start by my date?Names, roles and CVs for that date"We can staff that", with no names
What are they doing today?A named project and when it endsThey will be hired for your project
Are they employed by you now?On the payroll today, in a stated studioRecruitment starts when you sign
How much of their time is mine?A percentage, in writingShared across clients, with no number
Who covers if a lead is away?A named backupNo answer
How fast do you replace someone who leaves?A time in the contract"Best efforts"
How fast can I scale down after launch?A notice period agreed nowA long minimum term, or no answer

This checklist is our own guidance. As one example of a stated replacement time, Game-Ace says standard roles are typically replaced within 72 hours. Compare finalists in the vendor scorecard.

Sources, as of 2 November 2026: What publishers look for in external studios, Game-Ace, staff augmentation.

The first four weeks

A suggested first four weeks with an external team before you commit it to launch work
WeekWhat happensWhat you hand overWhat you get back
1NDA signed, repository and tracker access, named leads on both sidesRepository, build docs and one person who answers questions the same dayA local build running on their machines, and a list of access gaps
2Small real tasks go through your normal code reviewA few bug fixes or one small feature, and a reviewerFirst merged changes, and a measure of review turnaround
3The team takes one feature or content package to ownThe backlog item, acceptance criteria and technical budgetsA first feature in your branch, and a list of risks
4Review of output against your own team, then grow, hold or stopYour ship date and any fixed marketing beatsA written plan to launch, named staff and a ramp-down date

This is our suggested schedule and an estimate, not a published standard. It runs alongside the four-week porting schedule, which swaps weeks 2 to 4 for a first build on the dev kit, profiling and a firm price. Our estimate is that a new team reaches steady output in the second month.

Sources, as of 2 November 2026: Choosing a console porting partner, Co-development service page.

Sources for the studios named on this page

20 rows
The page behind each studio fact stated in the answers above
StudioWhat it statesSource
Pingle StudioTakes full ownership of DLC production after releaseDLC
Pingle StudioEnd-to-end delivery of expansions and sequelsHome
Pingle StudioEldest Souls to four consoles in four monthsEldest Souls
Room 8 GroupLittle Hope to Switch in four monthsLittle Hope
Room 8 GroupDLC production from concept to certificationDLCs and expansions
Room 8 GroupThree Crusader Kings III DLCs released on console during 2024Crusader Kings III
Abstraction GamesAngry Birds from mobile to PlayStation 3 and PlayStation PortableAngry Birds
Sumo DigitalTechnical onboarding plan with ISO 27001, and full development of specific sections or modesCo-development
Sumo DigitalLong-term partnership with Playground Games on Forza HorizonHome
Sumo DigitalFallout 4 Anniversary Edition among its Switch 2 portsGame porting
N-iX GamesJoined The Devil in Me early, as an extension of the Supermassive Games teamThe Devil in Me
Streamline StudiosHas supported MARVEL Tōkon: Fighting Souls since 2024Home
KokkuJoined a Paradox Interactive production team before launch, then widened its scopeOur work
Game-AceMid-production hires start with a codebase review and a small taskHire Unreal developers
Certain AffinityActivision approached it to support scaling needs, the multiplayer team role, DLC map packs and 14 remastered mapsCall of Duty
d3tClient quotes from Sharkmob and GlowmadeHome
d3tHelped bring EA SPORTS FC 24 to SwitchEA SPORTS FC 25
Iron Galaxy StudiosAssisted Bethesda on Skyrim for SwitchSkyrim
Iron Galaxy StudiosSwitch versions of Diablo III and OverwatchDiablo III, Overwatch
MicrosoftService level of four business days for testing a digital base gameXbox certification guide

These are studios describing their own work, so read each one as a claim to check with a reference. Naming a studio here is not a recommendation.

Sources, as of 2 November 2026: Pingle Studio, DLC, Pingle Studio, home, Pingle Studio, Eldest Souls, Room 8 Group, Little Hope, Room 8 Group, DLCs and expansions, Room 8 Group, Crusader Kings III, Abstraction Games, Angry Birds, Sumo Digital, co-development, Sumo Digital, home, Sumo Digital, game porting, N-iX Games, The Devil in Me, Streamline Studios, home, Kokku, our work, Game-Ace, hire Unreal developers, Certain Affinity, Call of Duty franchise, d3t, home, d3t, EA SPORTS FC 25, Iron Galaxy Studios, Skyrim, Iron Galaxy Studios, Diablo III, Iron Galaxy Studios, Overwatch, Xbox, certification guide.

Co-development studios that report 51 people or more

43 of the 601 studios listed here list co-development and report 51 people or more, which we use as a rough proxy for having a bench. Team size is self-reported, and neither figure tells you who is free, so use the questions above.

Keywords Studios logo
Keywords Studios

The Global Services Platform for Video Games and Beyond

Dublin, Ireland · 1000+ people · Founded 1998 · 2D Art, 3D Art, Animation · Unity, Unreal Engine, Custom Engine

Side logo
Side

We bring games to life, by your side.

Tokyo, Japan · 1000+ people · Founded 1994 · QA Testing, Localization, Audio & Sound Design · Unity, Unreal Engine, Custom Engine

Sumo Digital logo
Sumo Digital

Crafting Unforgettable Gaming Experiences

Sheffield, United Kingdom · 1000+ people · Founded 2003 · Programming, 3D Art, 2D Art · Unity, Unreal Engine, Custom Engine

Virtuos logo
Virtuos

Creating Worlds Beyond Imagination

Singapore · 1000+ people · Founded 2004 · 3D Art, 2D Art, Animation · Unreal Engine, Unity

Room 8 Group logo
Room 8 Group

Complete game outsourcing solutions

Limassol, Cyprus · 1000+ people · Founded 2011 · 2D Art, 3D Art, Animation · Unity, Unreal Engine, Custom Engine

Amber logo
Amber

Building Games That Players Love

Bucharest, Romania · 501-1000 people · Founded 2013 · Programming, 3D Art, 2D Art · Unity, Unreal Engine

Pingle Studio logo
Pingle Studio

Your Reliable Game Development Partner

Kyiv, Ukraine · 201-500 people · Founded 2007 · Programming, 3D Art, 2D Art · Unity, Unreal Engine, Custom Engine

Iron Galaxy Studios logo
Iron Galaxy Studios

Technical Excellence in Game Development

Chicago, United States · 201-500 people · Founded 2008 · Programming, Full Production, Porting · Unity, Unreal Engine, Custom Engine

QLOC logo
QLOC

Warsaw service provider for game porting, co-development, QA, localization and art

Warsaw, Poland · 501-1000 people · Founded 2009 · Porting, Co-Development, Programming · Unreal Engine, Custom Engine

Kevuru Games logo
Kevuru Games

AAA Game Art, Game Development & Console Porting

San Francisco, United States · 201-500 people · Founded 2011 · 2D Art, 3D Art, Animation · Unreal Engine, Unity · Credits: Poppy Playtime: Chapter 2 - Console Porting for MOB Entertainment (2024); Fortnite - Character Concept Art and Skin Design for Epic Games

N-iX Games logo
N-iX Games

Engineering Excellence for Games

Lviv, Ukraine · 201-500 people · Founded 2012 · Programming, 3D Art, 2D Art · Unreal Engine, Unity

Sperasoft logo
Sperasoft

AAA Quality Co-Development

San Francisco, United States · 201-500 people · Founded 2004 · Programming, 3D Art, Full Production · Unreal Engine, Unity, Custom Engine

Devoted Studios logo
Devoted Studios

Expert Co-Development, Porting, End-to-End Art Production

Austin, United States · 51-200 people · Founded 2018 · Programming, QA Testing, Full Production · Unity, Unreal Engine, Custom Engine · Credits: Arc Raiders - co-dev; Halo: Campaign Evolved - end-to-end lighting

CGBOT logo
CGBOT

Monterrey art and co-development studio staffing senior pods for AAA teams

Monterrey, Mexico · 201-500 people · Founded 2007 · 2D Art, 3D Art, Animation · Unreal Engine, Unity, Custom Engine

Game-Ace logo
Game-Ace

Full-Cycle Game Development

Kharkiv, Ukraine · 51-200 people · Founded 2005 · Programming, 2D Art, 3D Art · Unity, Unreal Engine

iLogos Game Studios logo
iLogos Game Studios

NFT & Traditional Game Development

Limassol, Cyprus · 51-200 people · Founded 2007 · Programming, 2D Art, 3D Art · Unity, Unreal Engine

Blind Squirrel Games logo
Blind Squirrel Games

Expert Co-Development and Porting

Irvine, United States · 51-200 people · Founded 2010 · Programming, 3D Art, Game Design · Unreal Engine, Unity, Custom Engine

Red Apple Technologies logo
Red Apple Technologies

Indian software and game developer: full-cycle games, art, porting and LiveOps

New Delhi, India · 201-500 people · Founded 2011 · Full Production, Co-Development, Programming · Unity, Unreal Engine, Cocos2D

d3t logo
d3t

Award-Winning Co-Development

Runcorn, United Kingdom · 51-200 people · Founded 2011 · Programming, Game Design, Full Production · Unreal Engine, Unity, Custom Engine

Magic Media logo
Magic Media

Full-Service Game Production

Dublin, Ireland · 51-200 people · Founded 2016 · 2D Art, 3D Art, Animation · Unity, Unreal Engine · Credits: Blizzard; EA

Grip Studios logo
Grip Studios

Unreal Engine co-development, console porting and full-cycle studio for publishers

Prague, Czech Republic · 201-500 people · Founded 2010 · Co-Development, Porting, Programming · Unreal Engine

Passion Republic logo
Passion Republic

AAA art, animation, co-development and porting studio for console and PC games

Petaling Jaya, Malaysia · 201-500 people · Founded 2009 · 2D Art, 3D Art, Animation

Whimsy Games Group LTD logo
Whimsy Games Group LTD

Full-Cycle Game Development with 2D/3D Art & Animation

London, United Kingdom · 51-200 people · Founded 2018 · 2D Art, QA Testing, 3D Art · Unity, Unreal Engine, Godot

Electric Square logo
Electric Square

UK AAA Co-Development

Brighton, United Kingdom · 51-200 people · Founded 2016 · Programming, Game Design, 3D Art · Unreal Engine, Custom Engine

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