Build and release engineering
Unreal Engine pipelines for reproducible Windows and Linux client and dedicated-server builds, with verification before release.
GAME INFRASTRUCTURE + BUILD ENGINEERING
A game build is more than a script. It is source flow, build environments, caches, artifacts, compatibility checks, and the recovery path when something fails. Merlin Mines helps AA studios make that delivery path repeatable, visible, and easier to operate without a large internal platform team.
The goal is a delivery path the studio can run under pressure, not a new pile of platform work.
Each engagement starts with the delivery boundary creating the most risk, then works outward only as far as the studio needs.
Unreal Engine pipelines for reproducible Windows and Linux client and dedicated-server builds, with verification before release.
Perforce workflow design, RoboMerge, review boundaries, integration policy, and automation that reduces manual queues.
Elastic builder fleets, recoverable environments, workspace policy, shared caches, artifacts, and traceability.
Client and server release paths with explicit compatibility checks, handoffs, and release inputs.
Validation, publishing gates, version-control integration, and practical DCC-to-engine handoffs.
Horde assessments, integration planning, and custom build-system design for game delivery teams.
Small, purpose-built utilities, runbooks, and operating boundaries that remove repetitive platform work.
The work stays tied to an observable delivery outcome and a system the studio can own.
Identify the source, build, cache, artifact, compatibility, and handoff boundaries that affect delivery.
Fix the immediate blocker, define a recovery path, and make ownership explicit.
Standardize environments, automation, observability, and the operating model around the path.
Leave a usable runbook or provide the agreed build, release, and platform support.
For AA studios that need fewer manual recoveries, clearer release ownership, and a build path that holds up on a demanding schedule.
AA studio CTOs, VPs of Engineering, Technical Directors, and build, release, or platform leads who need a delivery system to become more predictable.
Yes. The first step is to map the current delivery path and decide what should be stabilized, changed, or left alone.
No. The right answer may be to improve the existing system, define cleaner boundaries, or build the missing utility around it.
We can assess where Horde fits, plan its integration with the surrounding delivery path, or design a custom build system when the studio's requirements call for one. Discovery verifies the scope before any platform recommendation.
A short discovery conversation, an owner for the delivery path, and enough read-only visibility to map the relevant system boundaries.
Tell us where builds, source flow, or release operations are getting stuck. We will identify the first system boundary worth fixing.
GAME INFRASTRUCTURE + BUILD ENGINEERING
Repeatable build, source-flow, and release systems for AA studios.