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AlphaActive
  • Studio open
  • Dubai · UAE
  • Est. 2026

We makeGamesIn Dubai.

Alpha Active Technology L.L.C is a game development studio. We build our own titles and co-develop with studios and publishers — design, engineering, art and audio, all in-house.

Disciplines in-house
06Disciplines in-house
Titles in development
02Titles in development
Engines
UE / UnityEngines
§ 01 — Slate

What we are
building.

Our internal titles are in production and most co-development sits under NDA, so there is not much to show publicly yet. What is here is real — we would rather post an honest placeholder than a mock-up.

03 projects
§ 02 — Latest

Studio news

Nothing posted yet. Devlogs and announcements will land here first — before socials, before press.

Coming soon

We are heads-down in production. When there is something worth showing — a build, a reveal, a hire — it gets posted here.

6Disciplines in-house
2Titles in development
DXBStudio location
100%Source handed over
§ 02 — In-house

Six disciplines.
One building.

Design, engineering, art and audio sit in the same room. Nothing gets thrown over a wall, and nothing waits a sprint for an answer.

06 disciplines
01Game DesignSystems, progression and the feel of the thing
02EngineeringGameplay, tools and the systems underneath
03Art & AnimationConcept through to in-engine
04AudioSound design, implementation and mix
05Co-developmentEmbedded teams alongside your own
06Porting & Live OpsNew platforms, and keeping a title healthy after launch
§ 03 — Position

The difference is how the work is run

Engine and genre choices matter, but most projects fail on process: scope that never got written down, milestones that slip quietly, and a build nobody outside the team has actually played.

06 commitments
01

Prototype before promise

Nothing goes into production on the strength of a pitch deck. If the loop is not fun in a grey-box build, it does not get a budget.

02

One team, all disciplines

Design, engineering, art and audio sit together. Nothing gets thrown over a wall and nothing waits a sprint for an answer.

03

Milestones you can see

Playable builds at every milestone, not status decks. If a date is going to move, you hear it from us before you ask.

04

You own the work

On co-development, source, assets and documentation are yours from day one. No dependency engineered into the handover.

05

Based in Dubai

A studio in the UAE, working across Gulf, European and Asian timezones — with a real overlap rather than an overnight handoff.

06

Registered in Dubai

Registered with the Department of Economy and Tourism, working to UAE regulatory requirements.

§ 04 — Method

Four stages. No surprises.

The same sequence on our own titles and on co-development, whether it is a six-week prototype or a full production run.

Fixed scope before spend
01 / Concept

Pillars, references and the one sentence that explains why anyone would play it. Short, cheap, and ruthless about killing ideas that do not hold up.

02 / Prototype

A grey-box build that proves the core loop. No art, no story, no polish — just the question of whether the thing is actually fun to hold.

03 / Production

Vertical slice, then content at scale. Playable milestone builds throughout, with scope cut against a fixed date rather than a date moved against fixed scope.

04 / Ship & live

Certification, launch, and the patch and telemetry cadence afterwards. A launch is the start of the support window, not the end of the project.

§ 06 — Questions

Before you get in touch

The things prospective clients ask us first. If yours is not here, ask it directly — we will give you a straight answer.

06 entries
01Are you working on your own games or client projects?+

Both. We have internal titles in development and we take on co-development and porting work for other studios and publishers. The co-development work funds the internal slate, which is a deliberate choice rather than a fallback.

02Which engines do you work in?+

Unreal Engine and Unity, with custom tooling on top where it saves the team more time than it costs to build. If you already have an in-house engine, we can work in it — tell us what the onboarding looks like.

03Can you join a project that is already in production?+

Yes, and that is most co-development work. We start with a build review and a short technical audit so we understand the codebase before committing to a milestone, rather than promising a date on day one.

04How is co-development scoped and priced?+

Per discipline and per milestone, against a written scope. You approve the team composition and the deliverables before anything starts, and variations are quoted rather than absorbed quietly.

05Who owns the IP and the source?+

On co-development, you do — source, assets and documentation, from day one. On our own titles we retain the IP and will talk to publishers about specific arrangements.

06Can you show us what you have built?+

Most of our co-development work is under NDA and our internal titles are not announced yet. Get in touch and we will walk you through what we are able to show directly.

Ready
player one?

A title you want built from concept, a project already in production that needs a team on it, or a port with a certification date. Tell us what you have and we will tell you honestly whether we are the right studio for it.