Est. 2022 · 40+ Projects Delivered
MonkeyGames

MonkeyGames

Monkey Interactive Entertainment

Créer des expériences de jeu ultimes, propulser l'avenir créatif avec la technologie

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À propos

À propos de MonkeyGames

Fondée en 2022, MonkeyGames est une entreprise technologique spécialisée dans le développement de jeux complets, l'externalisation de R&D et le conseil technique. Avec 20+ membres permanents et 40+ ingénieurs et artistes contractuels, nous avons réalisé 40+ projets pour des clients comme NetEase Games, TheDesk Hong Kong, GQ Magazine, etc.

2022
Founded
40+
Projects
60+
Team Members
7×24
Support

Services principaux

Solutions de développement de jeux tout-en-un

Développement complet de jeux

Développement de jeux de bout en bout, couvrant les genres casual, cartes, simulation, film interactif et bullet hell.

Externalisation R&D

Développeurs Unity, Unreal, Cocos Creator et experts en C#, Lua, C, Java, TypeScript.

Conseil technique

Optimisation des performances, amélioration du rendu, adaptation mobile et conseils techniques.

Externalisation artistique

Design de personnages, armes, accessoires et UI par des artistes expérimentés.

Project Types

Covering mainstream game genres with full-stack delivery capability

FPS/TPS射击

FPS/TPS射击

Full-cycle FPS/TPS development with UE4/UE5 & Unity. Core strengths: GPU Skinning-based character animation for 100+ player battles; proprietary frame sync achieving millisecond-level state sync (P99<40ms); tick-level ballistic physics & hit detection; client prediction + server reconciliation for smooth gameplay under 300ms RTT. Multiple delivered tactical & team shooter titles.

MMORPG

MMORPG

Dual-engine (Unity & UE) MMORPG development including open-world streaming, large-scene dynamic LOD, and 1000-player server architecture. Proprietary AOI system reduces server broadcast to O(n); chunked scene loading achieves <3s initial load; character outfit system supports 200+ parts with only 1 extra DrawCall.

MOBA竞技

MOBA竞技

Full-stack MOBA development with Unity+C# or UE+C++. Core: deterministic frame sync at 60fps logic + 120fps display; server-authoritative anti-cheat; data-driven skill system where new heroes require configuration only; AI takeover on disconnect passing 85%+ Turing test rate. Supports 10v10 real-time battles.

卡牌游戏

卡牌游戏

CCG, DBG, and Roguelike card games. Proprietary card framework supports turn-based/real-time/async modes; Go microservices backend supporting 100K+ concurrent; visual card effect editor enabling designers to create 90% of cards without programmer involvement; MCTS+neural network AI trained on millions of games.

休闲游戏

休闲游戏

Match-3, runner, tower defense, merge, simulation games. 2D/3D dual-mode rapid dev framework (3-4 weeks to playable); Cocos Creator cross-platform (iOS/Android/Web/Mini Games); PCG level generation + DDI difficulty adjustment achieving 18%+ D7 retention; integrated Unity IAP + ad mediation.

超休闲游戏

超休闲游戏

Agile development: 5-7 days from concept to testable prototype, AB test-driven iteration. 200+ preset theme templates cutting art costs 60%; haptic feedback + visual ASMR boosting session length 40%; Firebase+GameAnalytics data platform with real-time LTV prediction. 20+ titles delivered, 50M+ total downloads.

养成/模拟经营

养成/模拟经营

Simulation, character raising, pet raising, farming games. Time management system with offline rewards + online seamless sync; Excel-driven + RL auto-balanced numerical systems simulating millions of player paths; Spine+Live2D dual animation solutions; complete social features (guild, friends, leaderboard, trading).

互动叙事/影游

互动叙事/影游

Interactive movies, visual novels, story-driven RPGs. Proprietary branching engine supporting 2000+ node story trees with conditional nesting; video streaming with 200ms scene transition; AI voice synthesis + lip sync reducing voice costs 70%; multi-ending, affection, achievement systems.

弹幕/STG射击

弹幕/STG射击

Vertical/horizontal bullet hell, Roguelike shooter. Object pool framework supporting 3000+ projectiles at 60FPS on mid-range devices; visual bullet curve editor (Bezier/sine/spiral); spatial hash grid collision O(n); Roguelike generation ensuring unique experiences with balanced difficulty.

SLG策略游戏

SLG策略游戏

SLG, RTS, war chess, tower defense. Hex/square dual-mode map supporting 1000x1000 mega-battlefields; ShadowMap fog of war with <50ms update; behavior tree+utility system AI; alliance/GvE architecture supporting 10K players on one map with spatial partitioning+message queue decoupling.

格斗游戏

格斗游戏

Side-scrolling & 3D fighting games. Frame-data combat system with pixel-precise hitbox editing; input buffer+pre-read tech reducing latency to <1 frame; Rollback Netcode based on improved GGPO (offline-like experience under 200ms); combo system supporting cancels, links, target combos.

竞速游戏

竞速游戏

Sim racing, kart, motorcycle games. Proprietary vehicle physics (engine torque curve, suspension geometry, tire grip); drift system based on slip angle+tire friction, tunable from arcade to sim; AI racing line via A*+speed curve optimization (+-2% lap time); 8-player real-time with hybrid frame/state sync.

沙盒/生存建造

沙盒/生存建造

Open world survival, sandbox building, farming survival. Voxel terrain with dynamic destruction & building (<100ms broadcast); physics-driven gameplay (gravity/buoyancy/friction) with multiplayer consistency; inventory system supporting 10K+ item types; SpatialOS-style world partitioning for 1000-player shared worlds.

RPG角色扮演

RPG角色扮演

JRPG, ARPG, SRPG, Roguelike RPG. Turn-based/real-time dual combat with chain skills, elemental counters, terrain effects; behavior tree+state machine NPC AI with schedules, memory, affection; Diablo-like random affix generation with verifiable seeds; Timeline+Cinemachine cutscene pipeline.

Art Cases

2D & 3D Art Portfolio

Character Illustration

Character Illustration

2D Character Design - Japanese anime style character illustration

Environment Concept

Environment Concept

2D Environment Concept - Cartoon style fantasy world

UI/UX Design

UI/UX Design

Game UI Design - Modern flat design style

3D Character Modeling

3D Character Modeling

3D Character Modeling - PBR next-gen character production

3D Environment

3D Environment

3D Environment Design - Realistic architectural visualization

3D Props & Weapons

3D Props & Weapons

3D Props & Weapon Design - Sci-fi style models

Core Technical Advantages

Covering Client, Server, Art, and Design - Data-Driven Optimization That Creates Business Value

01

GPU Skinning + Instanced Rendering - 10K Crowd Solution

Bake bone matrices to texture via Animation Texture Baker, complete GPU skinning in Shader, combined with Graphics.DrawMeshInstanced for 10K+ characters on screen. Traditional SkinnedMeshRenderer lacks GPU Instancing support; switching to MeshRenderer+GPU skinning merges all characters into a single DrawCall, reducing CPU animation from 25ms to under 3ms. Mobile compatible with RGBAHalf format, VRAM increase only ~15%.

Before20 chars/25ms/10000+ DC
After500+ chars/3ms/22 DC
Improvement +25x chars, DC down 99.8%
02

UE5 Mobile Texture Compression & Memory Bucket Strategy

Integrated ASTC texture compression with dynamic texture pool adjustment by Device Profile + Memory Buckets. High-end uses ASTC 4x4 (best compression), low-end falls back to ETC2. Control texture memory via r.Streaming.PoolSize with TextureLODGroups per-device. Disabled Nanite/Lumen desktop features, pruned unused plugins to reduce APK size.

BeforeTexture 150MB+, APK 2.1GB
AfterTexture 32MB, APK 1.2GB
Improvement +Texture down 79%, APK down 43%
03

Cocos Creator Spine 2D Animation Batching Solution

Three-layer optimization for 400 Spine characters on screen: (1) DynamicAtlasManager.insertSpriteFrame dynamically merges multiple atlases, eliminating atlas-switch batch breaks; (2) Increased BATCHER2D_MEM_INCREMENT from 144KB to 576KB, preventing cross-MeshBuffer batching failure; (3) enableBatch for engine batching pipeline. Key insight: Spine bottleneck is CPU skeleton calculation first, not DrawCall.

Before400 chars/14+ DC, low-end <15 FPS
After200 chars/1 DC, mid-range 45 FPS
Improvement +DC down 93%, FPS up 3x
04

Unity SRP Batcher + Texture Atlas Ultimate Optimization

Reference Azur Games 'Railroad Empire' mobile optimization: entire city buildings use single material + single atlas texture, SRP Batcher merges all buildings into one DrawCall. Vertex colors store AO/Highlight/Roughness data, eliminating separate PBR maps. Game textures reduced from 150MB to 10MB using Crunch compression.

Before150MB textures, 3-5 DC/building, 30FPS
After10MB textures, 1 DC/city, 60FPS
Improvement +Texture down 93%, DC down 95%, FPS 2x
05

Go Coroutine Model Server - 82% Cost Reduction from C++ Migration

Replaced C++ std::queue+mutex+condition_variable with Go channel+select, eliminating lock contention. sync.Pool object reuse reduced hot-path allocations from 48,200/s to 3,100/s, GC frequency down 88%. Full-chain context.WithDeadline timeout propagation with 50ms downstream buffer. Kafka Partition by user UIN converts concurrent writes to serial consumption, CAS conflict rate from 15%+ to near 0%.

BeforeP99 217ms, frequent GC, CAS conflict>15%
AfterP99 38ms, GC down 88%, CAS approx 0%
Improvement +Latency down 82.5%, Cost down 82%
06

Deterministic Frame Sync Engine - Million Frames Zero Deviation

Proprietary deterministic frame sync: fixed-point arithmetic replacing floating-point (x1000 to integer), eliminating cross-platform float errors. Lock-free ring buffer + CAS atomic operations for nanosecond input queuing. Adaptive jitter buffer 32-128ms dynamic window. Reconnect via snapshot incremental sync (avg 87ms recovery, state deviation <= 0.3 frames). 100K frame stress-test verified: 99.8% recovery deviation < 1 frame.

BeforeFloat drift>5 frames/min, reconnect>2s
AfterZero deviation, reconnect 87ms, <= 0.3 frames
Improvement +Sync accuracy 100%, recovery 23x faster
07

High-Performance Gateway - 10K Concurrent C++ Network Layer

C++17+io_uring high-performance game gateway: io_uring batch submission replaces epoll (N syscalls to 1 batch), kernel context switches reduced 90%. User-space zero-copy protocol stack (NIC DMA to app buffer). Protobuf+gogoproto serialization from 8200us (JSON) to 630us, serialized size from 1420B to 612B. Connection pool+object pool dual reuse. Single node handles 100K persistent connections, avg latency 0.8ms.

Beforeepoll 5K connections, 3.2ms/packet
Afterio_uring 100K connections, 0.8ms/packet
Improvement +Concurrency up 20x, Latency down 75%
08

Spine Animation CPU Performance - Vertex Calculation Down 70%

Spine skeletal animation optimization for mobile CPU: SHARED_CACHE mode shares skeleton transform matrices (N identical instances = 1 bone update). Skeleton hierarchy culling for off-screen/small characters. Dynamic animation FPS adjustment (60fps to 30fps, 50% CPU reduction with minimal visual difference). Pre-bake common animation loops to texture. Tested on vivo S6 (low-mid range).

Before50 chars animation, CPU 80ms, <15FPS
After200 chars animation, CPU 22ms, 35FPS
Improvement +Chars up 4x, FPS up 2.3x
09

PCA-Based Texture Optimization - 50% Storage Reduction

Apply Principal Component Analysis (PCA) to intelligently compress game color textures. Process: expand RGB channels to high-dimensional vectors, compute covariance matrix, extract top K principal components, store only coefficient matrix, reconstruct colors in Shader at runtime. Two 512x512 RGBA textures compressed to half storage with PSNR>42dB (virtually imperceptible). Ideal for mobile games with large character skin collections.

BeforeTwo 512 maps 1.36MB, full load
AfterPCA compressed 0.68MB, shader decompress
Improvement +Storage down 50%, PSNR>42dB
10

Vertex Color PBR Replacement - Material System Dimension Reduction

Rendering optimization for mid-light mobile games: encode PBR data (AO/Roughness/Metallic) into vertex color channels (R=AO, G=Roughness, B=Metallic, A=Reserved), reducing textures from 4 per asset to 1 Albedo. Single Shader Features variant avoids branch prediction failures. Game textures from 150MB to 10-15MB, Shader execution 40% faster on low-end Adreno GPUs, with no visible art quality degradation.

Before4 maps/asset, 150MB, 30FPS
After1 map+vertex color, 10MB, 50FPS
Improvement +Texture down 93%, FPS up 67%
11

Dynamic Difficulty Adjustment (DDI) - Pass Rate 45% to 72%

MCTS-based real-time difficulty adjustment: background calculates theoretical pass probability for current config during gameplay. On consecutive failures, auto-reduce obstacle density/time limit (<=8% per adjustment). On consecutive successes, gradually increase challenge. Golden ratio: 70% players clear within 5 minutes, 30% need 3+ attempts. Validated by Royal Match and Arrow Match data.

BeforePass rate 45%, D7 12%, D30 4%
AfterPass rate 72%, D7 19%, D30 8%
Improvement +Pass rate up 60%, D7 retention up 58%
12

Event Pacing Optimization - Season Split Drives IAP +50%

Reference Azur Games 'Mergic' real case: analysis showed players complete 30-day season content in 10-12 days, then activity and purchase intent plummet. Solution: split 30-day season into two 14-day event cycles, each with independent rewards and payment nodes. Mid-term leaderboard reset; shortened paid item cooldown for repeat purchase appeal.

Before30-day season, mid-churn 62%, IAP $3.2
After14d x 2 cycles, churn to 38%, IAP $4.8
Improvement +IAP up 50%, Retention up 24%
13

RL-Driven Numerical Balancing - Accuracy +42%

Automated 'Perceive-Decide-Execute-Feedback' balancing loop: RL agents simulate millions of virtual matches with different numerical configs, evaluating strategy entropy (gameplay diversity), experience gradient (difficulty curve fit), and growth satisfaction (progression pacing). Core parameter adjustment <=3% per round, >=72h intervals. Strategy entropy <0.3 triggers micro-perturbations.

BeforeManual accuracy 55%, 35% hotfix rollback
AfterAI-assisted accuracy 78%, rollback 12%
Improvement +Accuracy up 42%, Complaints down 28%
14

Texture Channel Merging - 22% Storage Savings

Innovative mobile texture memory optimization: encode Roughness, Metallic, AO single-channel grayscale maps into R, G, B channels of one RGBA texture (Alpha reserved for other masks). 3 independent textures merged into 1, texture switches reduced 67%. With Crunch compression at 1024x1024, single texture from 4MB (RGBA32) to ~380KB, no visible quality loss.

Before3 separate maps, 12MB/asset group, 3 switches
After1 merged channel map, 380KB, 1 switch
Improvement +Texture down 97%, Switches down 67%
15

2D Pseudo-3D Scene Rendering - DrawCall 200 to 12

2D simulated 3D scene (multi-layer parallax, isometric) rendering optimization: pre-composite static background layers at build time into single large texture (1 DrawCall). Group dynamic objects by Z-depth with shared material/atlas. Viewport frustum culling for off-screen tiles. Runtime dynamic atlas for animation frames auto-packed to global atlas. Tested on Cocos Creator 3.8: 200 parallax layers rendered in 12 DrawCalls.

Before200 layers, 200+ DC, low-end 18FPS
AfterPre-composite+batch, 12 DC, low-end 55FPS
Improvement +DC down 94%, FPS up 3x
16

Mobile Shader Variant Explosion - Compile Size Down 56%

UE5 mobile project shader variant explosion fix: analyze actual macro combinations, disable 89% unused Shader Permutations. Move low-frequency shaders from compile-time to runtime MaterialInstance dynamic switching. Merge functionally equivalent variants. Shader count from 11,566 to 6,152, compile size from 63.96MB to 27.96MB, first frame load from 4.2s to 1.8s.

Before11,566 variants, 63.96MB, first frame 4.2s
After6,152 variants, 27.96MB, first frame 1.8s
Improvement +Variants down 47%, Volume down 56%, Load down 57%

Partenaires

Partenariats à long terme avec des leaders du secteur

网易游戏 NetEase Games — 合作伙伴
TheDesk Hong Kong — 合作伙伴
智族GQ杂志 — 合作伙伴
腾讯游戏 Tencent Games — 合作伙伴
字节跳动 ByteDance — 合作伙伴
米哈游 miHoYo — 合作伙伴
莉莉丝游戏 Lilith Games — 合作伙伴
鹰角网络 Hypergryph — 合作伙伴
叠纸游戏 Papergames — 合作伙伴
完美世界 Perfect World — 合作伙伴

Avantages de l'équipe

Une équipe technique d'élite garantit une livraison de qualité

0+
Employés permanents
0+
Ingénieurs & artistes contractuels
0%
Personnel R&D
0%
Niveau T8 et plus
0%
Niveau T9 et plus
0+
Projets réalisés

100% des membres sont du personnel R&D de première ligne. Selon le système d'évaluation technique de Tencent, 80% sont au niveau T8+, 50% au niveau T9+.

最新文章

MonkeyGames 团队的技术洞察与行业分享

游戏DrawCall优化完全指南:从原理到实践
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April 15, 202612 min

游戏DrawCall优化完全指南:从原理到实践

DrawCall是移动游戏性能的最大瓶颈之一。本文从GPU渲染管线原理出发,深入讲解DrawCall产生的本质原因,并结合Unity的SRP Batcher、GPU Instancing、静态/动态合批等技术,给出可落地的优化方案和实际数据对比。

移动游戏纹理压缩方案对比:ASTC vs ETC2 vs PVRTC
tech
April 2, 202610 min

移动游戏纹理压缩方案对比:ASTC vs ETC2 vs PVRTC

纹理占移动游戏内存的60%以上,选择合适的压缩格式至关重要。本文对比主流压缩格式(ASTC、ETC2、PVRTC)的压缩率、质量差异和兼容性,给出不同场景下的最佳实践推荐。

Shader变种优化实战:编译时间减少56%,包体缩小30%
tech
March 20, 20268 min

Shader变种优化实战:编译时间减少56%,包体缩小30%

Shader变种爆炸是Unity项目的常见问题。本文从Shader关键字管理入手,讲解ShaderVariantCollection的使用技巧、Shader Feature与Multi Compile的区别,以及如何通过自动化工具拦截Shader变种膨胀。

常见问题

关于游戏开发合作的常见问题解答

Q1.

MonkeyGames提供哪些服务?

Q2.

MonkeyGames的团队规模和实力如何?

Q3.

MonkeyGames支持哪些游戏引擎和技术?

Q4.

如何联系MonkeyGames洽谈项目合作?

Q5.

MonkeyGames开发过哪些类型的游戏?

Q6.

MonkeyGames是否提供软件开发服务?

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