GAMING & ENTERTAINMENT

The live game needs this week’s update. The new title needs this month’s milestone. The publisher wants a build by Thursday. The community is asking about the patch on Discord. The hotfix that’s been in the backlog for three weeks just became urgent because a review hit the App Store.

And the team that handles all of this is the same team.

Two things need to happen at once. You only have one team.

Two things need to happen at once. You only have one team.

Two things need to happen at once. You only have one team.

LIVE GAMERunning
UPTIME · LIVE OPS
NEW TITLEIn Production
MILESTONE · BUILD
LIVE GAMERunning
UPTIME · LIVE OPS
NEW TITLEIn Production
MILESTONE · BUILD

THE TENSION EVERY GROWING STUDIO KNOWS

ONE TEAMLIVE GAMENEW TITLE

Building a new game and running a live one are two completely different jobs with different rhythms, different priorities, and different consequences when something slips. The new title needs focus, vision, and uninterrupted production time. The live game needs rapid response, continuous updates, and someone available when players notice something is wrong at 11pm on a Friday.

Most studios try to do both with the same people. The result is a team that’s permanently split — never fully committed to either, permanently stretched between them.

The studios shipping consistently aren’t necessarily bigger. They’re better at separating these two jobs — keeping the live game running without pulling the production team off what they’re building next.

WHAT’S HAPPENING IN YOUR STUDIO

The work that never makes it into the sprint.

01
The new title’s concept art came back from the artist — it doesn’t match the brief, and the deadline is next week
02
The live game needs a hotfix before the evening peak, the team that would normally handle it is on the new title’s milestone
03
Player reviews dropped half a star overnight — a matchmaking bug that’s been in the backlog for three weeks just became visible to everyone
04
The publisher wants a build for review in two weeks — the same two weeks the art team has committed to finishing the new title’s environments
05
A new team member joined — their contracts, onboarding, and NDA are sitting in someone’s email
06
The studio’s finances haven’t been properly reconciled since last quarter — nobody has had time

WHERE GIGLOOM FITS IN A STUDIO

GigLoom is not a game art outsourcing company. It is not a QA studio. It is the operational layer underneath a studio — the functions that need to keep running while the team focuses entirely on making the game.

Game DevelopmentBuild & Scale
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Build & ScaleA pod that takes ownership of a defined part of the production — a new title, a platform port, a feature set, a technical milestone. Full-cycle capability: design, development, art production, QA, backend, multiplayer systems. The same team across the engagement, not a rotating set of contractors who need re-briefing every sprint.Explore
Research & Insight
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Research & InsightMarket intelligence, player behaviour analysis, competitor title tracking, genre trends, monetization research delivered while the decision is still in front of you, not weeks later when the window has passed.Explore
Finance & Clarity
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Finance & ClarityStudio finances reconciled continuously — not assembled at quarter end. Revenue tracking across platforms, royalty calculations, publisher milestone payments, payroll across distributed teams handled by specialists who understand how game studio revenue actually works.Explore

THE STUDIO THAT SHIPS CONSISTENTLY

Over 0%
Over 0%

≈ 40% OF STUDIOS — AND CLIMBING

of studios now rely on some form of external development support — and this number keeps growing. The reason isn’t cost. It’s capacity.

The studios shipping on schedule aren’t the ones with the most people. They’re the ones who separated the live game from the new one, the production work from the operational work, and the core creative team from everything that was pulling them away from it.

WHAT THIS LOOKS LIKE IN PRACTICE

MISSION STATUSIn Progress

A mobile game studio. Live title with an active player base and a weekly update schedule they cannot miss — retention numbers depend on it. A new concept validated, a publisher conversation in progress, a production window that needs to start now.

Zero internal bandwidth to start the new title without pulling engineers off the live game. Which would break the update cadence. Which would hurt retention. Which would damage the publisher conversation they’d spent six months building.

A GigLoom Build & Scale pod took ownership of the new title’s production completely — design, development, art, QA, backend. Running in parallel to the internal team without touching their sprint commitments. The live game shipped its updates every week. The new title hit its publisher milestone. Neither suffered because neither had to share the same team.

OBJECTIVE COMPLETEGames are made by people with a clear focus. GigLoom keeps everything else running so that focus stays exactly where it belongs.

LET’S TALK

Working with Gaming and Entertainment studios across North America, the United Kingdom, Europe, Australia, and the Middle East.