Five Nights At Freddy’s
Pingle and Steel Wool Studios Team Up on 12 Projects to Expand the Legendary Franchise
What we do
Any engine, any platform, 160 senior and mid-level game engineers
Entire LiveOps cycle, regular content updates and seasonal expansions
A range of art styles. Characters, environments, concept art, animation
Purpose-built to help you resolve technical problems quickly
Past-gen consoles, Nintendo Switch, mobile. Fixed cost porting services
Purpose-built to help you resolve technical problems quickly
How we work
Have questions?
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/ Games Porting /
Launches on PS4, Xbox One, and PC in 4 Months
on Steam
on Metacritic
sold
90/100
Lost Ember is a wonderful, unique, and unforgettable experience with a love for nature.
9.5/10
A heartbreaking tale expertly told [...].
80/100
Lost Ember is an evocative and poetic adventure [...]; among other things, supported by a good gameplay.
8/10
The entire design of the game is used perfectly to awe-inspire the player and give them the chance to explore at their own pace.
Lost Ember is an atmospheric single-player adventure game by Mooneye Studios. You get to play asl a wolf who can possess other animals to traverse diverse terrains, from deserts to jungles and ancient ruins. Its first release targeted Windows, PS4, and Xbox One.
Client
Solution
Engine
Platforms
Release
Partnership timeline
Mooneye Studios partnered with Pingle to bring their Lost Ember to PS4, Xbox One, and PC. Being new to console development, Mooneye relied on us to navigate platform-specific quirks, optimize performance, balance visuals, and fine-tune controls.
Lost Ember uses high-detail assets, translucent materials, large particle effects, and expansive scenes. It makes the game look amazing. And tricky to port. We had to work with memory constraints, GPU/CPU throughput, and overall limited hardware capabilities:
Have a similar challenge?
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The game struggled with slowdowns and unstable performance depending on the platform. So, in the early weeks, we pinpointed the main causes of frame-rate drops and performance issues:
Defined task pools and prioritized workload
Measured CPU, GPU, and game thread loads to classify FPS sinks
Instrumented profiling per console variant
It gave us a clear plan for all the optimizations that followed.
The game’s graphically intensive assets and lighting effects looked stunning on PC but pushed console hardware beyond its limits. To deliver smooth gameplay without losing the game’s visual charm, we adjusted graphics features to better match each console’s capabilities.
Manually selected heavy shaders and replaced them with simpler variants
Applied enhanced levels of detail (LOD) to distant or less important objects
Reduced illumination, shading, and ambient occlusion (AO) quality
Lowered landscape tessellation levels and draw distances
Introduced dynamic resolution & INI-based config tuning per console
Deployed conditional material switches for weaker models
The original build contained unnecessary meshes, parent materials, and redundant content that increased system load and introduced visual bugs. In certain locations, this led to freezes and memory leaks.
To tackle these issues, we optimized problematic assets and logic.
Audited and removed unused meshes, parent materials, or redundant content
Fixed or removed problematic actor spawns and skeletal mesh usage
Addressed memory leaks and freeze-causing logic in key scenes
Performed testing to confirm stable frame behavior across console models
From technically demanding titles to stylistically unique games, we've helped dozens of developers scale their games’ success on new platforms. In record times.
We‘ll gladly discuss your brand, business goals, and tasks. After submitting the form, we will contact you within 24 hours.
Olga Chernova