Location & Direct Line

Cuddeat Game Studios operates from our central development hub in Cork, Ireland. We maintain a direct line for partner inquiries and technical support. Reach out via phone or email for immediate assistance with your game development needs.

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Cuddeat Game Studios Merrion Square 232
Cork, Ireland
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+353 87 1386754
βœ‰οΈ
info@cuddeat.com
Mon-Fri: 9:00-18:00 GMT
Cork Location Visualization

Strategic Location

Our Cork studio sits at the intersection of European tech innovation and game development heritage. This strategic position allows us to tap into both the vibrant EU gaming market and global talent pools while maintaining direct connectivity to major publishing hubs.

EU-IE UTC+0 EST. 2024

Initiate Collaboration

Use the secure form below to submit your project brief, technical query, or partnership proposal. All fields are required for optimal routing.

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Cuddeat Game Studios Field Guide

Practical framework for understanding our methodology and service ecosystem.

Core Concept

  • β†’Rapid iteration cycles
  • β†’Market-validated mechanics
  • β†’Publisher-ready demos

Selection Criteria

Before engaging our services, we evaluate projects based on three critical vectors. This ensures we can deliver maximum value and prevents mismatched expectations.

Technical Feasibility
Can the core loop be built in 3-6 months?
Market Position
Is there a clear audience and differentiation?
Team Alignment
Does your vision match our execution style?

Myth vs. Fact

Myth: "We need full docs before starting"
Fact: We start with a 1-page pitch and build the prototype to refine the design.
Myth: "Vertical slices are expensive"
Fact: They cost 10-15% of full production but validate 90% of assumptions.

Key Terms

Vertical Slice A 2-3 minute playable segment representing final quality.
Core Loop The repetitive action cycle that defines gameplay.
Whitebox Prototype with primitive shapes, no final art.
Greybox Functional level layout with temporary assets.

Avoid These

  • βœ•Building all features at once
  • βœ•Skip internal playtesting
  • βœ•Ignoring target platform specs
  • βœ•Waiting for "perfect" art

Workflow: From Concept to Prototype

A transparent, four-stage process designed to minimize risk and maximize learning velocity.

1

Discovery & Brief

  • β€’ 60min strategy call
  • β€’ Competitive analysis
  • β€’ Tech stack selection
2

Whitebox Prototype

Build the core mechanic with placeholder art. Focus purely on feel and timing. Output: Internal build for your team to test and break.

  • β€’ 2-week sprint
  • β€’ Greybox levels
  • β€’ Input tuning
3

Vertical Slice

Polish the top 3 minutes of gameplay to shipping quality. Integrate VFX, audio, and UI. Output: Playable demo for publishers and Kickstarter.

  • β€’ 4-week sprint
  • β€’ Final art pass
  • β€’ Bugfix & optimize
4

Review & Iterate

Present the slice to stakeholders. Gather feedback, validate assumptions. Output: Go/No-Go decision with detailed roadmap for full production.

  • β€’ Playtest sessions
  • β€’ Metrics review
  • β€’ Production plan

The Cuddeat Difference: Speed & Precision

Traditional game development cycles are bloated with uncertainty. We cut through the noise by focusing on what actually matters: a polished, playable moment that sells your vision. Our methodology is battle-tested across 20+ projects, from hyper-casual mobile hits to complex PC strategy titles.

  • βœ“
    50% faster than traditional prototyping pipelines
  • βœ“
    Fixed pricing modelsβ€”no hourly surprises
  • βœ“
    Source includedβ€”own your stack from day one
Game Development Visualization
FPS: 60+ stable
Build: 48h turnaround
Iter: v0.3 β†’ v1.0
PRECISION ENGINEERING
Cuddeat Engine v2.4

Signals of Trust & Quality

Transparent benchmarks and real-world examples from our engagement history.

20+
Vertical Slices Delivered
Across 5 countries and 8 genres
94%
Client Retention Rate
Repeat engagements for full production
6mo
Avg. Time to Market
From brief to publisher demo
MP
Mid-Tier Publisher

"Cuddeat took our vague design doc and built a slice in 6 weeks. The combat loop felt so good we pivoted the entire game around it. Saved us 6 months of trial and error."

ID
Indie Developer

"Their Kickstarter demo got us fully funded in 48 hours. The vertical slice was indistinguishable from a finished product. Worth every cent."

GDPR Compliant
Source Code Transfer
18+ Content