Co-development partner · Since 2012

Game Co-Development for Publishers and Studios

Double Coconut is a game co-development partner for publishers and studios that need extra design, art, engineering or live-ops capacity inside an existing production.

Our onshore leads and offshore specialists plug into your pipeline, own a defined feature, port, tool or back end, and ship alongside your team on casual, mid-core, casino and web games.

Madden NFL 25 key art
Microsoft Ultimate Mahjong web port screen
Splinterlands mobile app art

2012

Founded

70+

Clients

5M+

Players reached

125+

Projects delivered

Since 2012, we’ve completed 125+ projects for 70+ clients, and our games have reached 5,000,000+ players.

Inside your production

What co-development with Double Coconut looks like

Co-development means we work inside your production. We share your roadmap, your tools and your milestones, and we take ownership of a clearly defined slice of the game. Your team keeps creative direction and the core build. We add senior capacity without the overhead of hiring.

Typical co-dev scopes:

  • Features and modes. A creation suite, meta-game features, social systems, new modes.
  • Platform ports. Desktop → web and mobile browsers, web → iOS/Android, and cross-platform Unity builds.
  • Companion apps and web tools that connect to your console or PC game.
  • Back end and live-ops systems. APIs, admin dashboards, analytics, infrastructure migration.
  • Art and UX for new devices, screen sizes or audiences.

Why us

Why publishers pick us as a co-dev partner

We don’t disrupt your main build.

For EA Sports we built the Madden Companion App “without disrupting development of the main console game.”

We work within your constraints.

For Microsoft Casual Games we ported legacy .NET desktop games to the web. The brief included keeping the same back-end APIs and carrying over meta-game features such as Daily Quests, Achievements and Personal Stats.

We take real ownership.

For Autumn Games we took full ownership of the Skullgirls Mobile back end, and helped build APIs and systems for new features such as guilds, deeper analytics and a new battle pass.

Onshore + offshore.

Onshore leads for design, UX and communication; offshore artists, producers and engineers for production.

Engagement

Engagement models

Feature or vertical ownership.

We own a defined system end to end.

Port / platform team.

We bring an existing game to new platforms.

Embedded specialists.

Designers, artists or engineers in your stand-ups (see staff augmentation).

Back-end & live-ops pod.

An ongoing infrastructure and live-ops team (Live Ops).

Process

How we work

01

Scope the slice.

Agree what we own, the interfaces with your team, and the definition of done.

02

Tech and UX diligence.

Review your codebase, SDKs and pipeline (for Board, one month of pre-production for tech diligence and UX).

03

Embed.

Your tools, your repo, your cadence, with regular check-ins.

04

Build and review.

Milestone builds tested with your QA and players.

05

Hand over or keep running.

Documentation and handover, or ongoing maintenance.

Proof

Case studies

College Football 25 Team Builder banner

College Football 25 Team Builder (EA Sports)

A web-based Team Builder that runs in any browser and links up with the console game. 5 months of initial work plus ongoing maintenance.

Madden NFL Companion App banner

Madden NFL Companion App (EA Sports)

Fan-favorite features redesigned for mobile from a legacy Haxe codebase, wrapped with Ionic for native iOS/Android, with 6 months of initial work.

Microsoft Casual Games web ports banner

Microsoft Casual Games web ports

Microsoft Casual Games titles (Ultimate Word Games, Ultimate Mahjong) reworked for mobile and desktop browsers, built to be playable on Zone.com and MSN Games.

Skullgirls Mobile banner

Skullgirls Mobile back end & LiveOps (Autumn Games)

An 8TB MongoDB migration (3.2 → 6.0) with zero data loss and only two brief maintenance windows (10 and 30 minutes), plus a new live-ops dashboard. Performance improved 30% and monthly operating costs fell 30%.

Board tabletop console banner

Board Tabletop app

An original tabletop RPG app for a new 24″ game console, built on a custom Board SDK and Foundry VTT integration. 1 month of pre-production plus 4 months to ship.

Splinterlands mobile app banner

Splinterlands Mobile App

Full mobile version of a PC-browser Web3 card battler, including new UI/UX, art and app-store-compliant wallet integration.

“Double Coconut has a wide range of development capabilities from iOS, Android, HTML5, Facebook and PC so they have been a one-stop solution. But what I like most about Double Coconut is that they go above and beyond development by providing game design input.”

— C.J. Wolf, CEO, iWin

Trusted by

Clients

Studios, publishers, operators and brands we’ve built games for include: EA Sports, WB Games, Ellen Ventures, Microsoft Studios, BET Networks, Gaia Online, iWin, Mobilityware, Cartoon Network, East Side Games, Addicting Games, Rush Street Interactive and Lucktastic. We also built slots and casual casino content for DraftKings and Penn National Gaming.

FAQ

Frequently asked questions

Who are good game co-development partners for casual and mid-core mobile games?

Double Coconut is a boutique co-development studio for casual, mid-core, casino and web games. We have co-developed with EA Sports, Microsoft Casual Games, Autumn Games (Skullgirls Mobile), iWin and others, owning features, ports, tools and back ends inside the client’s production.

What’s the difference between co-development and outsourcing?

In co-development we work inside your production and own a defined part of the game while your team keeps the core build and creative direction. In full outsourcing (work-for-hire), we run the whole project for you.

Can you port our game to web or mobile?

Yes. We have ported desktop games to mobile and desktop browsers for Microsoft Casual Games, brought Splinterlands from PC browsers to mobile, and built Android and cross-platform versions of hit titles.

Can you work with our engine, codebase and tools?

Yes. We work in Unity, HTML5/Phaser, Angular, Flutter, React Native and native iOS/Android, and we regularly inherit legacy codebases such as Haxe, .NET desktop games and the back end of a long-running game.

Do you only do engineering, or also design and art?

All three. Our co-dev teams include game designers, UX designers, 2D/3D artists and animators as well as front-end, back-end and DevOps engineers.

How do you avoid disrupting our main production?

We agree clear ownership and interfaces up front, work in your tools and cadence, and test builds with your team. For EA Sports we built the Madden Companion App without disrupting development of the main console game.

More services

Explore our other game development services

Start a project

Tell us about your game. Send a brief, a GDD, or just an idea, and we’ll reply with next steps and a proposed team.