How to find, vet, and hire a DLC development studio

If you’re asking yourself “how do I find a studio to develop DLC for my game,” you’re already ahead of the studios that skip this question entirely. Some teams reach out to external developers before they’ve written a single sentence about what they actually need. They send a vague inquiry, get back a dozen polished […]

Unreal Engine co-development explained: what studios need to know

Unreal Engine co-development is not outsourcing with a different name. It is a working arrangement where an external studio integrates directly into your existing UE5 project, sharing repositories, build pipelines, and responsibility for outcomes. The external team is not receiving a brief and delivering files weeks later. They are committing to the same codebase, following […]

Game team expansion: your options compared

Six months into production, scope grows and the calendar does not. The instinct is to hire, yet bringing on new staff mid-flight can slow delivery before it improves throughput. Game team expansion is not a single decision, it is a choice among four operating models with different speed ceilings, cost profiles, and quality outcomes. This […]

How to choose the right co-dev studio?

Choosing the right co dev studio means knowing what you’re actually buying before any contract gets signed. Some studios approach partner selection the way they buy stock assets: look at the portfolio, check the price, sign. Relying only on portfolio and price can increase the risk of misalignment and delivery problems when scope shifts or […]

Full cycle game dev: from concept to certification

Not every studio that says “full cycle” means the same thing. Some stop at launch. Some hand off at gold master and walk away. A few actually handle the complete chain, from the first concept document through platform certification and post-launch support. Understanding what separates genuine full cycle game dev from a partial-service arrangement is […]

Console porting services: a quick guide for game studios

Many teams treat console porting services as the last item on a release checklist. They shouldn’t. A console port is a structured engineering project with its own compliance requirements, platform-specific technical work, and certification gates that can add months to a release window if managed poorly. Professional console game porting spans rendering adaptation, SDK integration, […]

Kokku achieves the Gold Badge as Unreal Engine Service Partner

Epic Games’ highest certification badge reinforces Kokku’s position among the world’s most qualified Unreal Engine service partners Kokku has earned the Gold Badge as an Unreal Engine Service Partner, Epic Games’ highest certification tier, reinforcing the studio’s position among the most qualified group of Unreal-authorized service partners worldwide. The recognition marks Kokku’s second consecutive year […]

Workflow best practices in AAA game art production

Workflow best practices in AAA game art production begin long before a single asset is touched. Most quality problems that plague AAA art teams aren’t talent problems, they’re system problems. When a team ships inconsistent assets, burns weeks on rework, or loses a handoff between artists and engineers, the root cause is almost always a […]

The smartest way to manage live service content at scale

What is the best way to manage ongoing content development for a live service game? Start with cadence, build the team structure around it, let telemetry drive the next brief, and have a scaling plan ready before you hit the capacity ceiling. That sequence isn’t arbitrary, each element depends on the one before it. Live […]

How to outsource game development without sacrificing quality

Most studios that run into trouble with game dev outsourcing don’t have a vendor problem. They have a model problem. They picked a partner that was fine for what it was, but used it for something it wasn’t designed to handle. Hiring external studios for game production covers an enormous range of arrangements: a single […]