Skip to main contentSkip to contact
Ocean View Games
Our Technology Stack

Our Technology Stack

The tools and platforms we use to build, ship and operate cross-platform games and interactive projects

Our technology choices are driven by project requirements, not trends. Each technology below has its own page covering how we use it and when it is the right fit for your project.

Engine & Language

The Unity generations we work across, plus C# and TypeScript for gameplay and integrations.

Unity

Unity is our primary engine, and the one behind the great majority of our client work. A single codebase builds out to mobile, PC, console and browser targets, so rendering, gameplay and tooling systems are shared rather than rebuilt per platform. That shared foundation is what keeps multi-platform launches and porting work fast and predictable.

Explore technology

Unity 6

Unity 6 is the current engine generation, and where most of our new project work happens. It brings the GPU Resident Drawer for large-scale rendering performance, rendering improvements that carry across both URP and HDRP, and improved multiplayer tooling. We also use it to plan safe migration paths for projects still running on older Unity versions.

Explore technology

Unity 7

Unity 7 enters beta in December 2026, with a full release expected in Q1 2027. It introduces CoreCLR for faster iteration and build times, Surface Cache global illumination that brings higher fidelity lighting to mobile hardware, and clearer routes to direct-to-consumer monetisation outside the app stores. Unity has not signalled a forced rebuild from Unity 6, so we are tracking this as an upgrade path rather than a rewrite.

Explore technology

C#

C# is the language underneath everything we build in Unity, and our expertise runs across the full stack: architecture and design patterns, performance profiling and optimisation, custom editor tooling, and automated testing. That depth is what lets us work confidently inside a client's existing codebase, not only build new projects from scratch.

Explore technology

TypeScript

We use TypeScript for browser gameplay and integrations, including legacy game modernisation. Its static type checking helps us maintain clear interfaces between game systems as a project grows. Our Fire of London work used HTML5 and TypeScript to recreate an educational Flash game when the original source code was unavailable.

Explore technology

Browser, Backend & Content Delivery

Tools for browser games, player services and ongoing content updates.

PixiJS & HTML5

PixiJS is part of our stack for 2D HTML5 games and interactive browser experiences. It provides rendering and interaction tools, with gameplay systems built around the project. Browser and device support, loading budgets and input requirements are agreed for each build.

Explore technology

WebGL

WebGL runs a game directly inside a browser tab, without a separate game installation. Supported browsers, devices and any institutional network requirements still need to be agreed and tested. That makes it well suited to educational platforms, corporate training tools, and demos or trade-show builds, where every second of friction before someone starts playing costs engagement.

Explore technology

FishNet Networking

FishNet is our framework for server-authoritative Unity multiplayer, running on a dedicated game server we host and manage rather than trusting the client. We chose it for Domi Online's MMORPG backend, where it handled alpha tests with 1,000+ concurrent players across Asia and Europe. It also covers client-side prediction, reconciliation and networked object pooling for real-time PvP.

Explore technology

PlayFab

PlayFab is Microsoft's managed backend for live games, covering most of what runs behind the scenes: player authentication and accounts, leaderboards, server-side IAP validation, live ops tooling for events and content updates, analytics, and virtual economies. Building on a managed backend means a project launches with production-grade live-service infrastructure without a client having to build or maintain it themselves.

Explore technology

Unity Addressables & Cloud Content Delivery

Addressables organises and loads Unity assets, while Cloud Content Delivery hosts and distributes remote content. We use them to plan growing content libraries, optional downloads and release workflows. Bookwood is our example of building a story delivery pipeline around a catalogue that can expand separately from the core application.

Explore technology

Have a Technical Question About Your Project?

Tell us what you’re building and the technical decision or problem you’re working through. We’ll tell you where we think we can help.

Tell Us About Your Project

Discuss the technology behind your project

Tell us what you're building, the tools you use and the decisions you're weighing up. We'll help identify the questions worth investigating.

Start by telling us what kind of help you need.

Location

London, United Kingdom

Response Time

We typically respond within 1 to 2 business days.

1
2
3
Step 1 of 3