SENCORPGAMES

How we build

Technology.

The engines, code and pipelines behind every Sencorp world, engineered so our games look great and feel even better in your hands.

Performance baseline
60FPS
Budget per frame
16.7ms
Game engines
02
Platforms we build for
Mobile& PC

Engineering principles

Built to feel
right.

Great art draws players in. Great engineering keeps them there. These four principles shape every technical decision we make.

01

Performance first

A 60 FPS baseline on the devices players actually own. We profile constantly and lean on proven techniques like draw-call batching and object pooling.

02

The right engine

Unity for our mobile titles, Unreal Engine for PC projects. We choose the tool that serves the game, then build for every screen it needs to reach.

03

A real art pipeline

High-poly sculpting, optimised topology, PBR texturing and levels of detail keep our worlds beautiful and light at the same time.

04

Ship, measure, improve

Crash-free releases are the bar. Firebase and analytics show how a game plays in the wild, so every update is better informed.

Our stack

Tools of
the trade.

Proven engines and tools, chosen for each project rather than by habit. Pick a category to explore.

Unity

Our primary engine for cross-platform mobile games.

Unreal Engine

For PC projects where high-end visuals lead.

Performance

Sixty frames.
Every second.

At 60 FPS, everything a game does has to fit into 16.7 milliseconds. We design to that budget from the first prototype.

One frame at 60 FPS

16.7ms
  • Gameplay & AI4.2 ms
  • Physics2.3 ms
  • Rendering6.4 ms
  • UI & audio1.6 ms
  • Headroom2.2 ms

Illustrative budget. Real splits vary by game and device; we measure them with profiling on target hardware.

// Reuse projectiles instead of allocating new ones on every shot.
public class ProjectilePool : MonoBehaviour
{
    [SerializeField] Projectile prefab;
    readonly Stack<Projectile> pool = new();

    public Projectile Spawn(Vector3 position, Quaternion rotation)
    {
        var projectile = pool.Count > 0 ? pool.Pop() : Instantiate(prefab);
        projectile.transform.SetPositionAndRotation(position, rotation);
        projectile.gameObject.SetActive(true);
        return projectile;
    }

    public void Release(Projectile projectile)
    {
        projectile.gameObject.SetActive(false);
        pool.Push(projectile);
    }
}
Object pooling: one of the everyday techniques that keeps memory steady and frame times smooth.

Art & engineering pipeline

From sketch
to device.

Every asset follows the same path, so visuals stay ambitious and games stay fast. Step through it.

Step 1 of 6

Concept

Sketches, references and a clear idea of how the asset should feel in the game.

  • Concept art and paint-overs
  • Reference boards
  • Scale and readability checks

Careers

Join the crew
behind the worlds.

Artists, engineers and designers bring different perspectives to the same goal: games people want to play. 3 roles are open right now, and we always welcome a great introduction.

  • Game design
  • Engineering
  • Art & visual development