Game development studio

We build games, and the technology that runs them.

DevCore Interactive makes games and the tools behind them. What we build for our own projects, we finish properly and release as assets other developers can use in theirs.

Hud.dcue
<script lang="cs">
    using MyGame;

    [Tick] float health => Hero.Health;
    [Tick] int gold => Hero.Gold;
</script>

<div class="bar" class:low={health < 25}>
    <div class="fill" style:width="{health}%"></div>
</div>
<span class="gold">{gold:N0}</span>

<style>
    .fill { background: #3ddc97; transition: width 0.2s }
    .low .fill { background: #ff5c5c }
</style>

Illustration: a DevCore UI Engine component and the kind of HUD it draws.

What we do

A studio that ships its tools

Games are where our tools start. A real project with a frame budget is the hardest test a tool can get, so that is where we build them.

Games

We design and build games. They set the bar for everything else we make: it has to hold up in a real project, at a real frame rate.

Assets for Unity

Packages you import and use: documented, measured and tested. Each one lists what it does and, just as clearly, what it does not.

Engine technology

Layout, text shaping, rendering, editor tooling. We like the hard parts of game tech, and we build them to be checked against a reference.

Featured asset

DevCore UI Engine

Write your game's interface in HTML and CSS, drive it with C#. Components are compiled ahead of time, so there is no virtual DOM and no garbage per frame.

  • Browser-accurate layout. Flexbox, grid, tables and floats, compared with Chromium to 1/64 of a pixel.
  • Every language. Text shaping identical to HarfBuzz across 38 scripts, with per-character font fallback.
  • Built for per-frame updates. Timers, health bars and minimap markers change without a repaint.
  • A live editor. Hot reload of markup, styles and component C#, keeping state.
1draw call for a whole page
0 Ballocated per frame in steady state
38scripts shaped exactly like HarfBuzz
11×faster theme switch than UI Toolkit in our benchmark

How we build

Principles we hold our own work to

Measured, not guessed

A performance claim comes with its benchmark: milliseconds per frame, bytes allocated, next to the alternative.

Checked against a reference

Layout is compared with Chromium, text shaping with HarfBuzz. A difference is a bug, not a matter of taste.

Nothing hidden in the frame

No garbage-collector allocations per frame in steady state. Tests enforce it: one byte fails the build.

Honest limits

Every asset documents what is not supported, where the numbers come from and which platforms were verified.

Building a game UI in Unity?

Start with the guide, or go straight to the API reference. DevCore UI Engine comes with samples for shops, inventories, gamepad menus, forms, leaderboards, tables and eleven languages.