YOODEER YOODEER STUDIO
FULL-CYCLE GAME DEV & CROSS-PLATFORM STUDIO

Engineering Bold Games Across Every Screen.

EU-registered digital workshop specializing in full-cycle game development, high-performance WebGL optimization, and Telegram Mini Apps middleware.

// 01 — SERVICE MATRIX

A studio built for the full lifecycle of a game.

// 01

Full-Cycle Game Production

From prototype to shippable build. We own art, engineering, and live-ops under a single roof.

  • Core gameplay prototyping & GDD
  • 2D / 3D art production pipeline
  • Economy design & monetization loop
Request estimation
// 02

Cross-Platform & WebGL Optimization

Squeezing Unity builds into Telegram, the mobile browser, and the desktop without losing a frame.

  • WASM memory budget & iOS OOM guard
  • Brotli zero-config compression
  • Shader portability across WebGL2 / Metal
Request estimation
// 03

Engine Middleware & Tooling

Hardened infrastructure that ships as a product: JSLib bridges, stateless relays, payment gateways.

  • JSLib cross-runtime contract
  • Serverless stateless relay
  • Custom Stars & fiat settlement
Request estimation

// 02 — PROPRIETARY STACK

FastTMA, UniBridge and the runtime that never goes down.

Battle-tested inside our own shipping titles before it ever appears on a price tag.

Zero-GC Runtime

< 1ms / frame

Native Stars Settlement

TMA-native

Fail-Open Fallback

99.97% uptime

GDPR Zero-PII Compliance

EU verified

FastTMA sandbox preview
WebGL Runtime Ready
-- FPS

Try the live build — 60fps on a phone frame.

// 03 — SELECTED WORKS

Recent builds across Telegram, WebGL and the App Store.

// Top-10 Telegram Tap-to-Earn Title

WebGL Cross-Platform Porting & 1M+ Concurrency Stress Optimization

Completed WebGL cross-platform migration for a live Top-10 Telegram Tap-to-Earn title, handling extreme stress testing under millions of day-one real users with zero perceptible stutter across distribution channels and the runtime.

Bundle Size
42MB → 11.8MB
Startup Time
8s → 2.4s
Runtime Stability
Zero-GC, 0 frame drops

// Proprietary Prototype

Cross-Platform 3D Action Slice: Locked 60 FPS in TMA Viewport

Proprietary lightweight 3D action prototype tailored for mobile constraints: narrow TMA viewport, Dynamic Island avoidance, and multi-tier haptic vibration, locked at 60 FPS across iOS, Android, and Desktop Web.

Shader Fallback
Dynamic thermal scaling
Dynamic Island
Zero UI obstruction
Haptic Dispatch
Weighted by impact
Case study archive coming soon — in production under NDA.

// 04 — PRICING

Two ways to work with us: ship our middleware, or hire the team.

Standard License

$49

For a single shipping title.

  • Pre-compiled DLL distribution
  • Commercial use in one title
  • Full API surface
  • Community support
Buy on Asset Store

// Recommended

Pro Source-Code License

$99 – $149

For studios that modify and re-ship.

  • Everything in Standard
  • Full C# source unlocked
  • Private Git repository access
  • Commercial sub-licensing waiver
Buy on Gumroad

Enterprise / Studio

$499+

For organisations running many titles.

  • Unlimited internal seats
  • Priority architecture support
  • Dedicated private channel
  • EU VAT-compliant invoice
Contact sales

// 05 — CAREERS

A small, focused team that ships.

Remote-First, Asynchronous Execution.

We hire globally, write down our decisions, and protect deep work hours. No standup theatre.

Senior Unity WebGL / TMA Optimization Specialist

Full-time / Contract

Own WASM memory compression and low-latency mobile rendering.

View Requirements ▾

Core Qualifications & Stack

  • 3+ years of Unity profiling & tuning experience; deep understanding of WASM memory models and iOS mobile OOM budgets.
  • Proven track record optimizing cold-start times, asset streaming, and asset bundle compression under 15MB.
  • Mastery of C# zero-GC allocation patterns on hot paths; expert use of Unity Memory Profiler & Instruments.
  • Familiarity with Telegram Mini Apps viewport constraints, Dynamic Island safe-area, and mobile Safari quirks.
Apply via email

Technical Artist (Shaders & Asset Pipeline)

Full-time

Author mobile-first shaders and drive 3D asset decimation.

View Requirements ▾

Core Qualifications & Stack

  • Proficiency in HLSL / ShaderLab; hands-on experience authoring mobile-first, low-overhead custom shaders.
  • Proven ability in 3D polygon reduction, LOD automation, texture atlas packing, and DrawCall batching.
  • Expertise with DCC pipeline workflows (Blender / Maya to Unity), baking PBR maps for WebGL runtime.
  • Solid artistic aesthetic with technical rigor in optimizing dynamic lighting and shadows on mobile GPUs.
Apply via email

Cross-Platform Middleware Engineer (C# / WebAssembly)

Full-time

Build the bridge between Unity and the native web runtime.

View Requirements ▾

Core Qualifications & Stack

  • Deep proficiency in low-level C# and WebAssembly data marshaling via Emscripten and JSLib bridges.
  • Solid grasp of cross-runtime asynchronous callback state machines and thread-safe Task completion sources.
  • Hands-on experience with serverless edge backends (Cloudflare Workers, D1 SQLite) and RESTful/WebSocket relays.
  • Experience engineering developer tools, DLL obfuscation/packaging, and multi-platform build automation.
Apply via email

Commercial Game Delivery Manager

Contract

Align with overseas clients and own delivery milestones end-to-end.

View Requirements ▾

Core Qualifications & Stack

  • 2+ years of agile delivery management in commercial game development or technical outsourcing studios.
  • Fluent professional English; capable of leading milestone reviews, scope triage, and GDD alignment with overseas clients.
  • Solid understanding of European/international NDA contracts, IP handover protocols, and multi-currency billing.
  • High emotional intelligence and structured communication, bridging overseas producers with internal engineering.
Apply via email

// 06 — START A PROJECT

Tell us what you are building.

A producer replies within 24 business hours. No agency pitch deck, no spam.

What do you need?