We are a small enterprise specializing in co-development and consulting for the gaming industry. Whether you need developers to assist with final polish and bug fixing before release, integrate third-party middleware into your custom game engine, develop new tools and pipelines, optimize code, or port your project to a new platform, we have the expertise to help you achieve your goals and deliver the best version of your project.
Our Team

Guilherme Lampert
Founder & Chief Software Engineer
Guilherme is a seasoned software engineer with over a decade of experience in game development, working across both AAA and indie projects. He specializes in game engines, computer graphics and animation, with a focus on console and PC platforms. With deep expertise in C++, he is highly skilled in developing high-performance systems and low-level programming. He is also proficient in C and Rust, leveraging these languages to solve complex engineering challenges in various areas of game development.
Most recently, Guilherme served as Principal Engine Programmer at Sony’s PlayStation London Studio, where he spearheaded the core technology team in the development of a proprietary game engine and tech stack for PlayStation 5 and PC platforms. He designed and implemented key engine features, including a custom C++ runtime reflection system, network rollback serialization for multiplayer and a multithreaded and Data Oriented Entity Component System (ECS) to optimize the engine’s performance. Additionally, he developed the gameplay scripting solution for the engine and played a key role in mentoring the team, fostering a culture of best programming practices, code reviews and test automation to ensure both code quality and project efficiency.
Before joining PlayStation, Guilherme contributed to the critically acclaimed Red Dead Redemption 2 at Rockstar Games, focusing on the low-level animation systems within the Rockstar Advanced Game Engine (RAGE). As an Animation Systems Programmer, he worked on performance-critical components such as animation data streaming, compression & decompression and memory management to ensure smooth, high-quality animations in the game.
Outside of work, Guilherme is passionate about game development in all its forms, dedicating his time to hobby projects and exploring fields like rendering, computer graphics, reverse engineering classic games and homebrew development for retro consoles. With over 15 years of experience writing code, Guilherme continues to grow both as a professional and a hobbyist in the game development community.
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