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Reaches Android Devices In 7 Weeks, Fully Optimized and Certified
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
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/ tinyBuild & Pingle Bring /
Waking’s Atmospheric Gameplay to Xbox One
program
game developed
optimized
4.5/5
Waking is by far the most deeply personal, deeply moving experience in video game history.
70/100
An experience which encourages you to close your eyes, take a deep breath, and go back into your memories.
5/5
This game will make you feel, make you cry (in a good way), and the combat is fun & challenging.
Impactful
It’s the most personal video game I’ve ever played, and, at its best, it’s an impactful journey of self-reflection.
Waking is a third-person action journey through the space between sleep and memory. You fight, explore, and shape a surreal world built from your own recollections, pushing toward one goal: wake up.
Client
Solution
Engine
Platforms
Release
tinyBuild reached out to Pingle Studio to take a solo-built PC title and make it feel native on Xbox One. We reworked the performance, optimized the code, and rebuilt controls so that Waking plays smoothly and intuitively on a gamepad.
Created by solo developer Jason Oda, Waking carries a deep emotional weight that players could feel when playing on the PC. But the first Xbox builds weren’t ready for fixed console hardware. Frames dipped, loads dragged, and the game’s core logic wasn’t tuned for a controller-led experience.
To release on time without losing the game’s dreamlike atmosphere, tinyBuild needed major lifts in performance, code structure, and input. Pingle’s job was to turn a passionate PC project into a stable Xbox release that runs smoothly, loads faster, and feels natural on a gamepad.
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Our engineering team conducted a full technical audit to identify CPU/GPU bottlenecks, physics overuse, and memory leaks. Here’s what we did:
Researched problematic areas through in-depth performance profiling
Optimized rendering and content pipeline to reduce draw calls and improve asset streaming
Implemented a tailored loading system to stabilize framerate and minimize memory spikes
Thanks to this, we achieved consistent 30 FPS performance on Xbox One, with faster load times and smoother combat.
Waking is a deeply personal, solo-built project by Jason Oda. That craft shows in the game, but the codebase had grown organically, with little structure, which impacted performance on fixed console hardware.
To solve it, we:
Wrapped existing logic in an event-driven structure
Reduced hidden dependencies and streamlined core systems
Refactored heavy update paths for better performance
Added centralized input handling and asset streaming rules
Introduced logging hooks for faster tuning, testing, and certification
As a result, the game became more stable, easier to optimize, and fully ready for Xbox certification.
Waking was designed for mouse and keyboard input. To make the experience seamless on Xbox One, Pingle’s UI/UX and tech teams rebuilt the control layer for Xbox gamepads:
Mapped and tuned all actions for Xbox controllers with analog sensitivity
Refined combat responsiveness for precision in timing-based mechanics
Adapted menus and UI navigation for console ergonomics
Now, players can enjoy fluid gamepad controls that match the meditative flow of gameplay.
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