Experienced with all the technology behind games


BuzzJive is whatever you need from a technical viewpoint. We are Senior Software Engineering. We can port your games to other platforms. We can help with Apple Arcade. We can assist with your VR game. We can help you be first to market on unreleased hardware. With 20 years of game development experience across more than 25 different platforms, we will help you release your game. We're happy to fill a necessary technical role to either get you started or get you over the finish line. We're Unity experts but have also released Unreal games. Contact us for a consultation.

Games We Helped With



Manifold Garden

We helped with various gameplay systems and ported it to 8 different platforms (Apple Arcade [iOS, tvOS, macOS], Xbox Series X|S, PS5, PS4, Steam, Epic Store) and helped with the 9th (Switch)

A Monster's Expedition: Through Puzzling Expeditions

We helped with all the requirements for Apple Arcade and got it building and running on iOS, tvOS and macOS.



Bonfire Peaks

We helped get the main game and the first DLC processes in place for both the PS4 and PS5 versions.

Psychonauts in the Rhombus of Ruin

We subcontracted with React Games and did all the work for porting this Unreal VR title from PSVR to Oculus (Meta) and Steam releases. This required patching a customized version of Unreal 4 with a newer version, ensuring the achievements systems were reimplemented and fixing various rendering issues.



Battle Breakers

We subcontracted with Strange Reptile and helped add features and fix various bugs in this Unreal title on iOS, Android and PC.

(This game was discontinued by Epic)

Specialties


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Contact



Porting


Cross platform engines can get you part of the way there, but there’s still work to be done. We can integrate the frameworks and features that the other platforms need. We can replace the API's that don't work, and fix the broken shaders. You make your game in Unity or Unreal or your own custom engine, and we'll help you get it to your target platforms.

  • Manifold Garden - Unity game to 9 target platforms
  • Psychonauts in the Rhombus of Ruin - Unreal PSVR to Steam and Oculus VR.
  • Target Toss Pro: Bags - from custom linux arcade to Nintendo WiiWare.

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Submission


We've built and published games on every major platform you can think of: Nintendo, Sony, Microsoft, Steam, Meta, Apple Arcade, Epic, Google, Amazon, Facebook, and others. There's a lot of differences between the platforms and we've navigated them all. We've gone through submission requirements successfully the first time, and helped resolve submission failures when things didn't go as expected. We're experienced in the processes required to set all of the services up and meet the submission requirements.

  • Super Dungeon Bros - for Xbox One, Windows 10 Store, PS4, Steam Mac/PC.
  • Manifold Garden - for Nintendo Switch, PS5, PS4, Xbox Series and more
  • Hotel Infinity - for Meta and PSVR2

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Programming


For those that just need some help getting your game finished, or adding a new cutting edge feature to an existing product, we can help. We've been there when there are zero Google results to an error message. We've interfaced directly with the Engine builders and OS builders and gotten things that weren't working fixed. We've used languages new and old. We've butted our heads against improbable problems and we've found the solutions required time and time again.

  • Built an XNA game engine that ran a subset of Unity on Windows Phone 7.
  • Configured and built ffmpeg to create movies on an Android Phone.
  • Captured aggregate data from a VR game and created Google Docs reports.

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R&D


The market is constantly evolving. We've implemented systems that have been built on Alpha game engines, using pre-production hardware running on experimental OS's. We've brought VR and AR systems to life, using the latest devices on the market, from custom VR glasses for your phone to Quest 3. We've used game engines that aren't out yet, and we can figure out the systems that aren't fully documented. If it's possible, or maybe even slightly impossible, we can get it done.

  • Built a distributed video/audio capture system with automated movie generation.
  • Built a game for Board, using physical pieces on a large Android tablet
  • Made a gyroscopic photo mode for a Steam Deck release.

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