Technology is the invisible architecture of play.
A visual breakdown of the precise tools and disciplined processes that power Metravo's game applications—from core engine to final pixel.
| Core Engine | Unity 2022 LTS |
| Language | C# 10 |
| Network | Photon Fusion |
| Audio | FMOD |
| VFX | Shader Graph |
The Invisible Engine
Every frame is a calculated decision. Our technology stack isn't just a list of tools—it's a cohesive system designed for one purpose: to render compelling, responsive gameplay across a fragmented device landscape. This is the foundation that lets our artists and designers focus on creativity, not constraints.
- • Zero-friction prototyping
- • Platform-aware optimization
- • Modular, data-driven architecture
Code: Shader Graph & C#
Core Technology Matrix
A granular view of our primary development environment and supporting systems.
Scriptable Objects
Unity data containers. Tap to flip.
"Our opinion: They're not just for data. They're a bridge between designers and code, enabling narrative tweaks without a rebuild."
Photon Fusion
Network layer. Tap to flip.
"Chosen for determinism. In competitive games, a 16ms sync difference can break trust. Fusion's state synchronization minimizes this."
FMOD
Audio middleware. Tap to flip.
"Beyond playback. Our setup uses parameter-driven mixing, so the soundtrack dynamically shifts with player health or environment."
VFX Graph
GPU particle system. Tap to flip.
"We build 'detail budgets'. A magic spell uses fewer particles on mobile than on PC, but maintains the same visual punch via shader trickery."
C# 10
Primary language. Tap to flip.
"We leverage records and global usings for cleaner domain logic. Readable code is maintainable code, especially under production pressure."
Custom Shaders
Visual identity. Tap to flip.
"Our secret sauce. We write shader snippets that can be toggled via Scriptable Objects, letting us art-direct styles per platform."
Common Pitfall: The "Feature Creep" Trap
In game dev, the desire to add "one more thing" is constant. Our constraint is a strict "vertical slice" philosophy. We build one level, fully featured, before expanding scope. This forces us to solve core tech problems early, not patch them later under shipping pressure.
Constraints & Assumptions
- • Budget: Target mobile devices (mid-range Android/iOS).
- • Team: 1-2 tech leads per project; scalable workflow.
- • Launch: Must support iOS 14+, Android 10+.
Evaluation Checklist
Our technology isn't a static blueprint; it's a disciplined runtime. We trade architectural purity for shipping velocity, and complexity for maintainable code—knowing that a game's success is measured in player retention, not our stack's novelty.
The Trade-Off Framework
IF: Off-the-shelf Assets
Faster prototyping, lower initial cost.
Mitigation:
Custom shader passes to unify visual style across mixed sources.
IF: Custom Engine
Maximum control, performance tailoring.
Mitigation:
Use Unity for its ecosystem; keep custom engine work for specific, performance-critical subsystems only.
IF: Broad Feature Set
Appeals to a wider audience at launch.
Mitigation:
Use feature flags for post-launch activation, not day-one bloat.
IF: Cutting-edge Tech
Generates buzz, attracts talent.
Mitigation:
Prototype aggressively, but ship with battle-tested core libraries.
Ready to Build Your Game?
We translate complex technical challenges into clean, playable experiences. Let's discuss your project's constraints.
Initiate a Technical Consultation