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Services

How studios, publishers and institutions work with Nomadman.

Game development

Original titles and co-development, from prototype to ship.

We build games end to end — design, art, engineering and release. We work in small teams with tight scope, which keeps the feedback loop short and the direction sharp.

We work in Unity and Unreal, across PC, mobile and browser, and we are happy to come in on our own IP or alongside another studio's.

  • Original IP from concept to release
  • Co-development with other studios
  • Prototyping and vertical slices
  • Unity and Unreal, on PC, mobile and browser

Professional courses

Structured training that ends with something shipped.

We design and teach courses for people entering the games industry — taught by developers who ship, not by lecturers reading slides.

Courses are built around real production: participants finish with a working prototype and the habits of a working team, which is why we usually close a programme with a game jam.

  • Bootcamps and multi-week programmes
  • Taught by working developers and mentors
  • Delivered with universities and institutions
  • Ends in a jam or a shipped prototype

Art & direction

Visual identity, concept art and in-game art direction.

Art direction is where a small game earns its presence. We take a project from first concepts through to a coherent look that survives contact with production.

That covers the art you see in the game and the art that sells it — store pages, key art and trailers included.

  • Concept art and style exploration
  • 2D and 3D production pipelines
  • Game UI and UX
  • Key art, store assets and trailers

Events & programmes

Game jams, workshops and industry programmes, run end to end.

We design and run events for the games industry — jams, workshops, talks and mentorship tracks — often together with IGDA Azerbaijan.

We handle the whole thing: format and rules, judging criteria, mentors and jury, the schedule on the day, and the reporting afterwards. Partners and sponsors get an event that runs on time and results they can point at.

  • Game jams and hackathons
  • Workshops and masterclasses
  • Mentorship and talent programmes
  • Judging, scoring and post-event reporting

Consulting

Production, scoping and going-to-market advice for teams.

Most game projects do not fail on talent, they fail on scope. We review what a team is building against what it can realistically finish, and say so plainly.

We also advise teams and institutions coming into the region on how the local scene actually works — where the talent is, and who to work with.

  • Production and scope reviews
  • Publishing and release strategy
  • Local market entry and partnerships