Custom game engine developer for narrative-driven PC titles
Tactic Studios builds proprietary game technology (the Immortal Engine) layered on C++, DirectX 12, and Unreal, with active engineering work spanning low-level graphics, physics simulation, and real-time rendering. The company's project focus—custom renderer enhancement, rigid-body and soft-body systems, collision detection—reflects a graphics-first engine architecture rather than off-the-shelf tool dependency, a rare posture for an 11–50 person studio. Hiring is concentrated in senior and lead engineering roles, signaling deep technical work and likely long iteration cycles on engine R&D.
Tactic Studios develops narrative-focused games for PC using a proprietary engine (Immortal Engine) built on C++ and DirectX 12. The studio released Immortal Empire, a fantasy multiplayer RPG, first to open beta in 2009 and later to Steam in 2015, followed by Claire de Lune, a 3D puzzle-adventure game in a science-fiction setting, announced in 2019. Based in London, Ontario, the company operates as a public entity with a lean, engineering-concentrated team. Projects center on advancing core engine subsystems: graphics pipelines, physics simulation, and renderer optimization to support increasingly ambitious 3D visuals and gameplay.
Tactic builds its own proprietary Immortal Engine using C++, DirectX 12, and Unreal Engine. The stack also includes graphics tools like Maya, 3ds Max, Substance Painter, and ZBrush for asset creation.
Active projects include low-level graphics systems and custom renderer enhancement, rigid-body and soft-body physics simulation, collision systems, and research into advanced real-time rendering trends—all core engine subsystems.
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