Games development is a difficult and time consuming speciality. If you’re looking for a game to be developed, some extra development help or advice in a speciality area then you need to be sure you’re not wasting your time and money.


Games are our passion. We throw ourselves into every aspect of gaming from the development to the community. When we’re not creating games we are usually playing them and because of our background we can’t help but break apart every game we play, analysing what works and what doesn’t, as well as determining how the various systems have been put together.


We’ve been developing games for over ten years, which includes experience with full release cycles, prototypes and gamejams. Free-to-play and paid models are approaches we’re very familiar with. Having been through many of the challenges that accompany professional game development we are well equipped to help you achieve the result you’re looking for.


We never stop learning and are constantly improving ourselves in all areas. However, we understand that you cannot master every aspect of software development. As such, we have focused our skills and knowledge in a few different areas we believe to be vitally important to modern games.

Our specialities include, but are not limited to, networking, procedural generation, integrated scripting languages (mod support) and tool development. We believe games that make use of these technologies have vastly increased gameplay longevity.


Over the years we’ve perfected working remotely but we’re more than happy to work onsite for a close working relationship as well. Our experience has covered large and small projects so we’re comfortable with projects of any length and size.

After working together for so many years we find our complimenting styles of work produces high quality results in a reliable time frame.


If you’re interested in our consultancy or development services please contact us at info@roguevector.com for more information.

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

RT @CWolf: That's module script state syncing complete for chunking support in @SolitudeGame #RV

14/08/2017 @ 4:20pm UTC

RT @Jargon64: MFW I finally get the Lua game update loop working for the thruster controls but neglect to multiply acceleration b… https://t.co/upYsrFRr4V

4/08/2017 @ 7:06pm UTC

RT @SolitudeGame: Now that server-side physics has been implemented, @Jargon64 & @CWolf get in their box ships for some multiplayer t… https://t.co/60zNflf3Hm

3/08/2017 @ 4:53pm UTC

RT @CWolf: Almost able to merge in a major refractor for ingame multiplayer computer terminals. Tomorrow's the day! Then more… https://t.co/gzenvN0rmU

31/07/2017 @ 9:10pm UTC

RT @CWolf: The biggest ones are easy enough to keep tabs on but I'd love to know the smaller events going on these days

26/07/2017 @ 10:17am UTC