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PN Scripts

PN Scripts 路 Game development studio

Game development

Gameplay, multiplayer and the online services behind them, from the first playable prototype to live operations. The code, the builds and the store accounts are in your name from day one.

Engines
Unity 路 Unreal 路 WebGL
Online
Any back-end stack
Scope
Prototype to live ops

02 The idea

Every game starts as a set of rules.

Six parts of every game

  1. Mechanics. The verbs a player learns in the first minute: move, jump, aim.
  2. Systems. Rules for spawning, damage and progression that run every frame.
  3. Interaction. Controls, animation response and feedback, timed to the frame.
  4. Economies. What players earn, spend, and fight to keep.
  5. Networks. Matches that stay fair when players' connections differ.
  6. Experience. What players remember after they log off.

We build all six: the code players touch and the services that keep a live game running.

03 What we build

Game development services

One team for the game players touch and for the servers and services that keep it running.

Concept and prototyping

Test the core loop before full funding.

Small vertical slices that test gameplay, animation, networking and UI together, so the risky questions are answered while changes are still cheap.

  • Greybox
  • Vertical slice
  • Feasibility

Gameplay systems

Controls and mechanics that respond precisely.

Movement, abilities, enemy AI and progression in Unity or Unreal, built so designers can tune values in the editor without waiting for an engineer.

  • Unity
  • Unreal
  • Tools

Multiplayer

Fair matches over real connections.

Server-authoritative or hybrid netcode chosen for your genre, cheat risk and latency budget, with dedicated servers running from the early milestones.

  • Netcode
  • Authority
  • Dedicated servers

Online services

Accounts, inventory, and economy.

Player profiles, cloud saves, matchmaking hooks and purchases as backend services in Go, Laravel or another fitting stack, once local saves are no longer enough.

  • Go
  • Laravel
  • APIs

Game economies

Currencies players cannot exploit.

Earn and spend loops, server-side validation of every transaction, and admin tools so your team can rebalance prices and rewards without a client patch.

  • Validation
  • Balancing
  • Admin panels

Real-time 3D for the web

Browser games with nothing to install.

Three.js and WebGL games that load inside a web page, hold a steady frame rate on ordinary laptops, and respect the reduced-motion setting.

  • Three.js
  • WebGL

Interface and HUD

A HUD players read at a glance.

HUDs, menus and onboarding screens designed together with the mechanics, plus the internal tools and dashboards your team uses every day.

  • HUD
  • Menus
  • Tooling

Performance and platforms

Budgets measured on target hardware.

Frame, memory and network budgets, platform SDK integration, store packaging, and certification checklists completed before submission week.

  • Profiling
  • SDKs
  • Store builds

Live operations

Patches without unpleasant surprises.

Telemetry, feature flags, a patch pipeline and incident runbooks, all ready before the servers open to players.

  • Telemetry
  • Feature flags
  • Patching

04 The system

How one input moves through the game

Follow one player input from the controller to the servers and back into the game.

  1. A controller, a keyboard, or a touch screen. Every system below exists to answer this intent quickly and fairly.

  2. Engine code turns input into movement, abilities, and feedback inside a strict frame budget.

  3. Servers keep authority, reconcile state between players, and decide what really happened.

  4. Backend services in Go, Laravel or another fitting stack handle accounts, matchmaking, inventory and the economy.

  5. Durable records for progression and purchases, validated on every write.

  6. Telemetry, feature flags, and patch pipelines show what players do and ship the next change safely.

  7. What players come back to. Session data shows what to change in the next update.

Loop Every session feeds the next update

Input

Player

A controller, a keyboard, or a touch screen. Every system below exists to answer this intent quickly and fairly.

Select a system to trace it

05 Under the hood

Surface

What players see and feel

  • Gameplay
  • Interface
  • Feel

Below the surface

What runs under the game: servers, data, releases

  1. Layer 01

    Versioned game APIs

    Endpoints for accounts, saves and store purchases, versioned so older client builds keep working after a patch.

  2. Layer 02

    Separate game services

    Matchmaking, inventory and chat run as separate services, so a new game mode adds a service instead of forcing a rewrite.

  3. Layer 03

    Server-authoritative netcode

    The server decides hits, pickups and scores. Clients predict and reconcile at a tick rate tuned to the genre.

  4. Layer 04

    Dedicated match servers

    Servers start per match in the right region and shut down when it ends, on a lifecycle your team can operate.

  5. Layer 05

    Player accounts and sign-in

    Steam, Apple, Google or console sign-in, with session tokens checked on the server and never trusted from the client.

  6. Layer 06

    Saves and inventory data

    Schemas and migrations for progression, items and purchase history, so a content update never wipes a save.

  7. Layer 07

    Frame and memory budgets

    Frame time, memory and bandwidth measured on the target devices at every milestone.

  8. Layer 08

    Builds, patches and rollback

    Repeatable client and server builds, staged rollouts, and a rollback path tested before launch.

  9. Layer 09

    Handover your team can run

    Code in your repositories, with documentation your own team can maintain without us.

  10. Layer 10

    Game rules apart from the engine

    Game rules live apart from rendering and network code, so a balance change never touches the engine layer.

06 The technology

Game development tech stack

Chosen per project from the tools we work with every day.

5 layers 路 11 entries

Engine

  • Unity Gameplay, tools, and cross-platform builds in C#.
  • Unreal Engine High-fidelity 3D environments and performance-critical C++.

Web 3D

  • Three.js Playable games that run inside a web page.
  • WebGL GPU rendering with nothing to install.
  • JavaScript Web clients, tools, and live dashboards.

Services

  • Go Low-latency services and session backends.
  • Laravel Accounts, economy, APIs, and admin panels in PHP.

Data

  • MySQL Relational persistence for progression and purchases.

Operations

  • Dedicated servers Provisioning and panel workflows for game hosting.
  • Telemetry Player behaviour and health signals from day one.
  • Build pipelines Shared CI builds for artists and engineers.

You keep the repositories, the builds, and the documentation.

07 The work

In-house game projects

Our own projects, each shown with its current status.

Prototype

Project 01 In-house prototype

Browser Arcade

An eighteen-second arcade run, built to prove a playable game can load inside a web page.

Genre
Arcade runner
Platform
Web browser
Engine
Three.js 路 WebGL
Role
Design and engineering
Status
In-house prototype
  1. The idea

    Let a visitor play something in the first seconds, with nothing to install.

  2. The challenge

    Instant load and steady frames on ordinary laptops, inside a page that still has to scroll.

  3. The gameplay

    Steer with the pointer, collect energy cores, dodge shards, and fly through rings before the clock runs out.

  4. The technology

    Three.js with instanced meshes and pooled objects. Rendering pauses whenever the page scrolls.

  5. The result

    A working in-house prototype that tested the loading and frame-rate approach. It is not released publicly.

In development

Project 02 In-house platform

Game Server Platform

The online side of play that PN Scripts is building for itself: game server listings, subscriptions and a client portal.

Genre
Online services
Platform
Web
Technology
Laravel 路 Livewire 路 Filament
Role
Product, design, and engineering
Status
In development
  1. The idea

    One place for players to find a server, subscribe, and manage it.

  2. The challenge

    Keep the catalog, billing, and server state in agreement while each lives in a different system.

  3. The experience

    Planned listings for each supported game, with server status and pricing players can read at a glance.

  4. The technology

    A Laravel and Livewire storefront, Stripe subscriptions and a Filament client portal, in development.

  5. Where it stands

    Still being built. No game servers are live yet, and the storefront opens when the first servers do.

Open slot

Project 03 Unwritten chapter

Your game

Bring the idea. We start with a written scope and estimate, then a playable prototype.

  1. The idea

    Yours.

  2. The challenge

    We name it together in the first technical call.

  3. The technology

    Chosen for your genre, platforms and team.

Pitch your game

08 The process

From first idea to launch day

Seven stages. Each one ends with something you can play, read, or ship.

  1. Stage 01

    Discover

    We study the idea, the audience, the platforms, the budget and the deadlines.

    Output Written scope, estimate and risks

  2. Stage 02

    Design

    Core loop, systems, and technical architecture, agreed before production code.

    Output Game and technical design

  3. Stage 03

    Prototype

    A greybox slice that proves the loop is fun and the technology holds.

    Output Playable slice

  4. Stage 04

    Build

    Features, content pipelines, and online services delivered in milestones.

    Output Milestone builds

  5. Stage 05

    Test

    Playtests, load tests, and device passes that surface problems early.

    Output Test reports and fixes

  6. Stage 06

    Polish

    Controls, performance and stability tuned against the release checklist.

    Output Release candidate

  7. Stage 07

    Launch

    Store submission, server rollout, monitoring, and a patch plan for week one.

    Output Released game and runbooks

09 Your game

You get a written scope and estimate before any work starts.

Start your game development project

Describe your game

Tell us the genre, the target platforms and whether players meet online. We reply within one business day.

Or write to office@pnscripts.com