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Iris Edge StudiosIndependent game studio
Work with us

Hire the studio. Or build something with it.

Two ways this works, and we take on a small number of each a year. You bring a project, a deadline and a budget, and we deliver it. Or we go in together on something neither of us would make alone.

Two ways in

Commission it, or come in with us

Hire the studio

Straightforward paid work. You own the result, we do the job, and it ships. Fixed scope where the scope is knowable and a clear day rate where it is not. Either way you know the number before we start.

  • Design and development, in Unity
  • Fixed-price or retained, your call
  • You keep the IP, the source and the store accounts

Partner with us

For something we would want to make anyway. Co-development, revenue share, publishing or porting, structured so both sides carry some risk and both sides share the upside. Fewer of these, and only when the fit is real.

  • Co-development on a shared title
  • Revenue or profit share instead of a fee
  • Porting and launch partnerships
What that looks like

Three shapes it usually takes

A game, end to end

From a concept or a prototype through to a live listing on both stores. Design, build, art direction, store setup, launch. We have done exactly this twice, for ourselves.

Unity work on your project

Gameplay systems, runtime UI, save architecture, localisation, tooling, performance work, porting. Dropping into something already moving, without a long ramp-up.

Getting it finished

The most common one. A game that is 80 percent done and stuck: store compliance, privacy, backends, deep links, ASO, press materials, and the last mile nobody enjoys.

How it works

No surprises, either direction

  1. You send a noteWhat you are making, roughly where it is, and when you need it. A paragraph is plenty to start. The form has optional fields for scope, timing and budget range. They help us tell you quickly and honestly whether we are the right fit.
  2. We reply within two working daysEither with real questions, or with a straight no and a reason. We would rather turn something down early than take it on badly.
  3. A short paid scoping stepFor anything substantial, we start with a small, fixed, paid piece of work: a technical review, a prototype, or a written plan. You get something useful whether or not we continue.
  4. Then the actual workFixed scope where the scope is knowable, and a clear rate where it is not. Regular builds, not a reveal at the end.
Straight answers

Before you ask

How big is the studio?

Small. Small enough that you will always be talking to someone who has read the code. For work that needs more hands (extra art, audio, QA at volume) we bring in trusted collaborators and say so up front rather than pretending otherwise.

What do you not do?

Console certification, live-service operations at scale, and anything built on mechanics designed to exploit players. We will say no to a project we cannot do well.

Where are you?

Portugal, working in Western European hours. Remote is normal for us; most of Pinteza was built that way.

What does it cost?

It depends entirely on scope, which is why the intake form asks for a range rather than us publishing a number that would be wrong for almost everyone. Tell us the budget you have and we will tell you honestly what fits inside it.

Tell us what you are making.

A paragraph is enough. If it is not for us, we will say so quickly.