Working together
Frequently asked questions
Straight answers about joining your team, planning the work, and handling sensitive material.
01Can you integrate with our existing team?
Yes. We join your existing tools, pipeline, and ways of working. We can take on a feature or discipline, add senior specialists to a specific need, or work as part of your team day to day.
02How quickly can you ramp up?
It depends on the roles, project stage, and technical setup. We start by agreeing on the scope, owners, tools, and decisions that matter. Then we give people a clear first task, so they can learn the project by contributing to it.
03How do you communicate?
We use the tools your team already relies on. You’ll have regular check-ins, plain written updates, and a clear view of risks or dependencies. When a question needs an answer, you can talk to directly with the people doing the work.
04How do you estimate work?
We start with your goals, then look at the constraints, dependencies, and unknowns. From there, we break the work into real production units and give you an estimate that matches how much is known. If there are big unanswered questions, we’ll suggest a short discovery phase first.
05Can you scale mid-project?
Yes. Teams can grow or shift disciplines as production changes. We plan that transition so new people have context, a clear job, and enough support to get moving without knocking the rest of the team sideways.
06How does Devhouse integrate with source control and production tools?
Whenever possible, we work in the source control, task tracking, documentation, build, and communication systems you already use. During onboarding, we agree on access, branching, reviews, naming, and release process so our work fits the pipeline already in place.
07Do you sign NDAs?
Yes. We regularly work under mutual or client-provided NDAs and can sort out confidentiality requirements before you share sensitive project material.
08Have you worked on confidential IP?
Yes. We’ve worked on confidential projects and licensed properties with strict access and disclosure requirements. We follow your security, review, and approval process, and keep sensitive material with the people who need it.
09How does onboarding work?
First, we get clear on the goal, scope, owners, tools, and what done looks like. Then we dig into the project context, documentation, constraints, and workflow before setting an initial plan. We check in more often at the start, while questions are easy to answer and course corrections are cheap.
10What project sizes are a fit?
We can help with a focused feature, a chunk of production, an embedded multidisciplinary team, or a complete game. What matters most is having a clear piece of work to own. Team size and duration follow the scope, schedule, technical needs, and stage of the game.
11Can Devhouse own a feature or only augment staff?
Both. We can own a feature, discipline, content stream, or platform release, or place a specialist where your team needs extra hands and experience. The right setup comes down to how much of the work you want us to carry.
12Which engines and platforms are supported?
We work in Unreal Engine, Unity, UEFN, and across mobile, console, and PC development. The exact fit depends on the project, certification needs, available environments, and release targets, so we confirm those details while scoping the work.
13How are security and IP handled?
We follow your requirements for access, confidentiality, devices, repositories, and information handling. Sensitive material stays with the people who need it, and project-specific controls are in place before access is granted. Contracts cover ownership and usage rights; NDAs and your approval process govern what stays private and what can be shared.
14How are reviews, milestones, and quality gates managed?
At the start, we agree on what we’re delivering, who signs off, and what a milestone needs to prove. Reviews happen in your normal production and technical flow, not in a separate ceremony. Quality gates are tied to real evidence: a playable build, approved assets, performance targets, or release readiness.
15What distinguishes co-development from outsourcing?
Outsourcing usually means handing over a defined package of work. Co-development is closer to joining the production: we work in the project context, talk directly with your team, and take responsibility for an agreed piece of the game as priorities change.
16When should a studio use embedded co-dev versus full-cycle development?
Use embedded co-development when your team owns the game and needs experienced people in a particular area. Choose full-cycle development when you need a partner to carry the work from early discovery through production, launch, and support after release.