Crunchrock Games · Contract

The Unity work nobody wants to scope.

Hardware that speaks its own protocol, live clients with players already inside them, WebGL builds arguing with a load-time budget, and VR that has to feel right on your face instead of on a monitor. Seven years of taking the jobs that are hard to write a ticket for.

50+ contracts 5,000+ billed hours 100% job success Unity 6.3 LTS current Available for contract
Neon district flythrough — Unity URP
Voluminous pink ruffled gown displayed on a black pedestal in a bright gallery overlooking the sea
SYKY — WebGL gallery
Photorealistic streamer bedroom interior with RGB desk lighting, monitors and neon wall sign
Real-time interior
01

What we get hired for

Usually the part of the project nobody could quite write a ticket for.

Hardware integration

Peripherals over serial, and protocols reverse-engineered from what the device actually sends — not what the docs claim.

Serial · Protocols · Calibration

Live-service mobile

Big codebases with real players in them, where you don’t get to refactor your way out.

Android · iOS · Live ops

WebGL

Unity in a browser, where load time and memory budget end up being the whole job.

WebGL · Load budget · Optimization

VR / XR

Quest 3 and room-scale, built inside the headset. Comfort problems never show up on a monitor.

Quest 3 · World-space UI · Locomotion

Environments & lighting

Terrain, foliage and real-time lighting. Realtime mixed with baked indirect so it still fits the budget.

URP · HDRP · Shader Graph

Rescue work

Half-finished codebases, stalled builds, and releases a platform deadline broke.

Legacy · Platform SDKs · Triage

02

Selected work

Four jobs, what was actually wrong with them when we picked them up, and what ended up shipping.

Case 01 — WebGL brand world

A digital fashion house, running in a browser tab

Client SYKY · Period 2023 · Stack Unity, WebGL

A branded gallery for Digital Fashion Week that had to run in a browser, which turns every asset, shader and light into a negotiation with load time.

We built the environment out — architectural interiors, framed ocean vistas, a real-time water shader with sun glare, and the brand mark as carved dimensional lettering. Then an optimization pass to get it delivering in-browser without losing the look.

Shipped

Archviz-grade interiors inside a browser budget, across VR, WebGL and mobile.

Voluminous pink ruffled gown displayed on a black pedestal in a bright gallery overlooking the sea
Digital couture staged on a pedestal, ocean beyond.
White gallery corridor with a mature tree growing in the walkway under open sky
Organic contrast
SYKY logo rendered as carved dimensional letters on a textured wall
Brand mark in 3D

Case 02 — Live-service mobile

Shipping inside a live strategy title

Client Goodgame Studios · Period 2023 – 2026 (ongoing) · Stack Unity, Android

A live strategy title with an established player base, so every change has to respect systems that already ship. “Just refactor it” is never on the table.

Tutorial and onboarding flow, battle rewards, progression screens, world-map UI and the research feature — 3,000+ hours across direct and platform contracts, including BitLife and UX/UI on Goodgame Empire.

Shipped

Features live in front of an established player base, three years running.

Stylised low-poly medieval territory with timber keeps, blue banners, pine forest and mountain backdrop
Territory scene
Mobile research upgrade card showing Tier Upgrade Speed with cost icons, progress and Finish Now and Research buttons
Research upgrade card

Live economy UI. A layout bug here costs real money.

Case 03 — Serious games

Turning a written standard into a rule you can break

Project ASTM Truck Loader · Period 2025 · Stack Unity, WebGL

ASTM industrial training delivered in a browser. It doesn’t just have to look right — it has to teach a compliance rule and prove the trainee absorbed it.

We built an interactive sampling sim with guidance that surfaces the standard the moment you break it. Sample within a foot of the pad edge and it tells you right then, rather than failing you quietly at the end.

Shipped

Compliance training that runs in a tab — no install, no plugin, no headset.

Excavator working a sand dune in a browser-based industrial training simulation
Excavator operation on procedural dunes, running in-browser.

Case 04 — Hardware integration

Making Unity talk to a light gun

Role Sole Unity developer · Period Dec 2024 – Apr 2025 · Stack Unity, C#, serial protocol

We inherited a half-built shooting trainer. A physical light gun drives an on-screen reticule and the game scores your shots — except on day one the Unity client was receiving a packet from the gun and had no idea how to read it.

We rewrote the controller classes against the packet structure the hardware was actually sending, built a loopback rig so it could be tested without the gun in hand, then wrote the calibration routine that maps physical aim to screen space on the client’s 1080×1080 display.

The first calibration pass was — quoting our own commit message here — “bug-ridden.” The second one wasn’t.

Shipped

A calibrated hardware trainer with the protocol tested end to end.

Combat Trainer title screen in red on black with corner registration markers used for light-gun calibration
The corner markers aren’t decoration — they’re the registration targets calibration aims at.
04

Track record

Dated from commits and project files rather than memory. A lot of it overlaps, because contract work has never once queued up politely.

2023-07 → 08SYKY Space · WebGL brand world, shaders, optimization pass
2023-09URP Cyberpunk City · neon environment art, URP lighting
2023-09 → 2024-03FunMoney4U · hidden-object resort, isometric scenes
2023-10 → 2024-02Ship Games Simulator · mobile sim, title and upgrade UI, AdMob
2023-10 → 2026-03Goodgame Studios · live mobile strategy client — BitLife, Goodgame Empire
2024-03 → 06GankMech · mech arena, title dioramas, VR menu
2024-08 → 2025-09Tyrads Unity SDK · third-party SDK integration
2024-12 → 2025-04Combat Trainer · light-gun hardware, serial protocol, calibration
2025-04 → 08ASSC · top-down arena combat, horde VFX
2025VR clinical-trial application · five-star engagement
2025-08 → 09ASTM Truck Loader · browser training simulation
2025-10 → 11Botanical Bar · interactive concept, title and progression
2025-12 → 2026-03Plobie / Plantdex · Unity 6.3 web game, feature ownership
2026-02 → 03Titans and Dragons · mobile UI design and implementation
2024 → 2025VR sandbox / room-scale · Quest 3, world-space UI, locomotion
05

Our own games

The client work pays for the studio. This is what the studio is actually for.

In development · Steam Early Access

Bad Shrooms

Split-screen party FPS in a one-bedroom apartment. Two players, one couch, an alien named Zlorp running the night like a game show. Data-driven minigame framework, local split-screen and online 1v1, physics sandbox, Steamworks.

See the game page →

Released · Steam

CyberWhiskey: Guy’s Room

Our first release, built solo start to finish. It’s a simple game, but it made it all the way onto a store page instead of dying in a folder somewhere, which turns out to be the hard part.

Find it on Steam →

2021 · Browser

CrunchRock’s Mini Gallery

Voxel work from the early days — MagicaVoxel assets and environment pieces you can actually walk around in. It’s old, but it still loads in a browser, which is more than most 2021 web builds can say.

Play it on itch.io →

Available for contract

Got something that needs to ship?

Full builds, feature ownership, rescue jobs on things that have stalled, and the integrations nobody else wants to put a number on. Tell us what’s broken and we’ll tell you straight whether we’re the right shop for it.