Game development
Original titles taken from concept to a build people can actually play — design, code, art and the tuning pass that makes it feel good.
- Concept
- Prototype
- Full production
Citiview Development is a game studio. We design and build original titles — and we produce the models, environments and systems other teams build on.
Some clients want a finished game. Others want the pieces — clean, optimised and ready to drop into an existing project. We're set up for both, and the same standards apply either way.
Original titles taken from concept to a build people can actually play — design, code, art and the tuning pass that makes it feel good.
Production-ready art built to spec: sensible topology, packed UVs, sane naming and LODs — so it lands in your engine and just works.
Extra hands on a project already in motion — a feature, a level, an art pass, or a port to a platform your team doesn't want to own.
Assets are made against your pipeline, not ours — engine, budget, naming convention and export format agreed up front, then delivered in source and game-ready form.
Modelled, UV'd and textured, with clean skeletons and rigs ready for your animation set.
Modular kits, set dressing and hero pieces built to scale so levels assemble quickly.
Detailed exteriors and interiors with separated parts for damage states and animation.
Menus, icons and in-game overlays supplied as scalable, themeable component sets.
Impacts, trails, weather and material effects tuned to hold frame rate on target hardware.
LODs, atlasing, draw-call reduction and budget audits on assets you already own.
Original games built in-house — each one shipped as a self-contained browser build, designed to load fast and play instantly on desktop or phone.
First-person street basketball across ten courts, built for one-more-shot pickup sessions.
A first-person batting game across ten ballparks, tuned around timing and read.
Conveyor-belt sorting across ten levels, with the belt speeding up until you break.
Ten themed levels of pure reaction play, built to run on anything with a browser.
No long silences. Work goes out in reviewable increments so you can see where a project is before the invoice tells you.
We agree what's being made, the target platform and the technical budget it has to live inside.
A rough playable or a first asset lands early, so the direction gets confirmed before scale.
Builds and drops on a regular rhythm, each one reviewable, each one closer to final.
Final files, source included, documented — plus a support window while it beds in.
These aren't upsells or premium tiers. They're the baseline on every project that leaves the studio.
Full rights to everything we deliver, source files included. No licence tail, no hostage files.
Engine, naming, formats and poly budgets set by you at kickoff — and held to at delivery.
Scope and price agreed up front. If the brief changes, we re-quote rather than quietly bill.
Named revision rounds are written into the scope, not treated as change requests.
Frame-rate targets are part of the spec, checked on real hardware before anything ships.
You talk to the people doing the work. Nothing routes through an account layer.
Send over the brief — a paragraph is enough to start. We'll come back with scope, timeline and a fixed price.