GameDevelopment

Games are how we got here

We're interactive

Rocket 5 brings decades of hands on experience from AAA teams at LucasArts and Crystal Dynamics along with a long runway of indie and client work.

We help teams ship, whether that means building a feature, unblocking production, tightening a level, or giving your pipeline the kind of upgrade that keeps paying off after launch.

Tim at LucasArts working on Dark Forces

You get an experienced team who can drop into your workflow, communicate clearly, document decisions, and deliver without drama.

What We Do

Prototyping & Pre-Production

Wireframes, prototypes, and production planning that turn ideas into something testable. The goal is to reduce risk, clarify scope, and make the next production decision an informed one.

Build & Ship Game Features

We design and implement gameplay systems, tools, and core features with an eye on production realities, performance, and maintainability. If it needs to work reliably in a live project, we build it that way.

Systems Design & Architecture

When your project needs structure, we can architect critical systems and make them understandable to the whole team. Clear documentation, practical patterns, and implementation that does not leave you with a black box.

AR & VR Development

Immersive technology opens new ways to tell stories and create experiences. When virtual feels real, everything changes. We develop AR and VR by building experiences that are as solid technically as they are compelling to use, reliable delivery for marketing activations, education, and interactive installations.

Level & Experience Design Support

Strong levels are not just layouts, they are pacing, readability, and intent. We help with blockouts, encounters, progression, difficulty curves, and the details that make play feel satisfying.

Tools, Pipelines & Workflow

We build tools that save time and reduce friction, from procedural systems and scene composition workflows to pipeline improvements that help artists and designers move faster with fewer bottlenecks.

Embedded Team Support & Mentorship

Need a senior developer or art director who can integrate with your team and raise the bar while delivering work, not just advice? We work alongside your people, strengthening process and capability as we go.

Released

Games We've Shipped

Browser games for a broadcaster, our own original titles in Unity, and the software behind a line of indie arcade cabinets.

Browser game · Cartoon Network

Knit Wits

Cartoon Network asked us for an original Regular Show browser game. Based on the episode Merry Christmas Mordecai, players help Eileen keep guests in matching Christmas sweaters apart at her party, routing them to the record player, the snack bar and the eggnog bowl as the music speeds up.

The game had to plug into Cartoon Network's badge system, support localization for its international sites and run in browsers as old as Internet Explorer 7. It led to more Cartoon Network work, including Wheels of Rage for The Amazing World of Gumball. Read the Knit Wits case study.

Plays on CartoonNetwork.com
1,000,000+
From concept to delivery, on schedule
3 months
Playable Regular Show characters
19+
Unity · iOS · Original IP

The Phantom P.I.

Our family puzzle adventure began as a weekend game jam and grew into a 3D side-scrolling adventure in the tradition of Maniac Mansion and Day of the Tentacle. Paranormal investigator Cecil Sparks works through a haunted manor where 23 inventory items feed more than 40 interactions, and five ghost types each run their own AI.

“It's not a great mobile game, it's a great game that just happens to be on mobile.”148Apps

Read The Phantom P.I. case study

App Store downloads
49,223
From 148Apps
Editor's Choice
Handcrafted, across four acts
20 levels
Unity · Original IP

Kitty Disastrous

An action adventure about a destructive cat rescuing her ferret friend, mixing platforming, puzzles and vehicle chases. A state machine drives every move, including the Umbrella Gondola that carries Kitty along power lines between rooftops, and puzzles chain together, so sabotaging a bicycle can lead to a bakery break-in.

We built it in Unity with object pooling, checkpoints and localization, on an architecture planned for PC, Mac and consoles. Read the Kitty Disastrous case study.

Movement states, from ledge grabs to vehicle chases
13+
Interconnected puzzles in Episode 1
25+
A pay-once game, designed around the player
Premium
Unity · Linux · Arcade cabinets

IDLE Press Arcade

IDLE Press puts indie games into real arcade cabinets. We built the Unity diagnostic app technicians use to test every control and calibrate the monitor, and a kiosk setup that boots straight into the game and restarts it if it crashes.

We also wrote the guide that tells indie developers what an arcade game needs that a home game doesn't: operator menus, attract mode, coin and credit handling, high-score entry, and no way for players to quit. More on the project on our Unity app development page.

Shown live across both players' controls
28 inputs
From a fresh Ubuntu install to a cabinet that boots into the game
1 command
Arcade Developer Guide for indie studios
Published

What our clients say

Irene Cortes logo
Irene CortesFounder, Gata Games
“I've been working with Rocket 5 from the inception of my studio. Tim and Cathy have been an instrumental part of the team, from managing the execution of our projects, art direction, pipeline, getting hands-on with building, to design, to... everything. Tim's the first guy I go to when I have an idea I want to prototype. I'm massively grateful for all of the work we have done together.”
Adam Clare logo
Adam ClareLead Game Designer, Wero Creative
“It was great working with Tim. He was able to take our abstract ideas translate them into something that could actually happen inside of code and make it all function in a very short time. Tim is reliable efficient and a dependable game designer, programmer, and collaborator. Tim's experience and knowledge of the games industry is second to none.”
Christian Gainsley logo
Christian GainsleyOwner of Indie Darling / IDLE Press
“We hired Rocket 5 to build software infrastructure for our indie arcade cabinets—diagnostic utilities, Linux kiosk automation, and guides for operators and developers. The documentation is well-structured, the aesthetics were pitch-perfect, and the technical implementation has been bulletproof.”
Who you work with

AAA Experience, Indie Scale

Rocket 5 is Tim Miller and Cat Feraday. We each spent well over a decade on AAA teams at studios including LucasArts and Crystal Dynamics, and since 2012 we have been building games, apps and interactive work together as Rocket 5. You work with us directly, not with a junior team behind an account manager.

Tim is a creative director and developer who worked at LucasArts on properties including Star Wars and Indiana Jones, and has since built console titles, mobile games and apps, and AR and VR projects for Lucasfilm, Disney, Cartoon Network, Sony, Sega and Autodesk. Cat is an animator and art director with credits in feature animation and AAA games, and teaches in the Experimental Animation program at OCAD University.

That background is why we plan for production from day one: performance budgets, systems the whole team can understand, documentation, and scope that gets a game out the door. Meet the team.

  • LucasArts
  • Crystal Dynamics
  • Lucasfilm
  • Disney
  • Cartoon Network
  • Sony
  • Sega
  • Autodesk
Game development for hire

Ways to Work With Us

Indie studios, publishers and brands hire us in different ways. Most start with a focused piece of work and grow from there.

  1. 01

    Embedded senior support

    A senior developer or art director joins your team, works in your tools and process, and ships work while raising the bar. Gata Games has worked with us since their studio began, from production management and art direction to pipeline and hands-on building.

  2. 02

    Features, systems and tools

    We own a defined piece of your game: a gameplay system, an editor tool, a pipeline fix or a performance pass, delivered in milestones with documentation your team can keep building on.

  3. 03

    Prototypes and pitches

    We turn an idea into something playable fast, so you can test it before committing a full team. The Phantom P.I. started as a weekend game jam, and Wero Creative brought us abstract ideas that we had working in code in a short time.

  4. 04

    Games for brands and broadcasters

    Branded games that fit a partner's platform and audience. For Cartoon Network that meant its badge system, localization for international sites and support for very old browsers, delivered on a three-month schedule.

  5. 05

    Full game development

    From concept to release: game design, programming, art direction, animation and launch, the way we have built our own games.

Tools and platforms

Unity is our strongest lane, and we write native plugins when a game needs something the engine can't reach on its own.

  • Unity 6
  • C#
  • Universal Render Pipeline
  • VFX Graph
  • Timeline
  • Input System
  • UI Toolkit
  • Addressables
  • Native iOS plugins
  • iPhone and iPad
  • PC and Mac
  • Web
  • Linux arcade cabinets
  • Meta Quest

PC, Mac, mobile and browser games, arcade cabinets and VR, almost always in Unity. Work ranges from full games and branded games for broadcasters to core gameplay features, tools, pipelines, prototypes and production support for teams already in production.

Knit Wits, a Regular Show browser game for Cartoon Network with over a million plays, which led to Wheels of Rage for The Amazing World of Gumball. Our own titles include The Phantom P.I., a 148Apps Editor's Choice with 49,223 App Store downloads, and Kitty Disastrous. We also built the diagnostic app, kiosk setup and developer guide behind the IDLE Press indie arcade cabinets.

Both, but most work is senior embedded support. We integrate into your workflow, ship specific outcomes, and leave your team stronger through documentation and mentorship.

Tim Miller and Cat Feraday, who founded Rocket 5 after AAA careers at studios including LucasArts and Crystal Dynamics. Tim leads design, programming and production; Cat leads art direction and animation. When a project needs more hands, we bring in specialists we have worked with before.

Unity is our strongest lane, currently Unity 6 with the Universal Render Pipeline, VFX Graph, Timeline, the Input System, UI Toolkit and Addressables. When a game needs a platform feature Unity can't reach, we write native plugins. We adapt to your stack and production tools when the project calls for it.

Yes. For Cartoon Network we built Knit Wits in three months, on schedule, wired into its badge system, localized for its international sites and running in browsers as old as Internet Explorer 7. That project led to more work with the network.

Yes. The Phantom P.I. began as a weekend family game jam and grew into a full 3D adventure with 20 levels and a 148Apps Editor's Choice. We build prototypes, production plans and lightweight specs that reduce risk and help you decide what is worth building before committing a full team.

Yes. For IDLE Press we built a Unity diagnostic app that tests all 28 primary cabinet inputs live, a one-command Ubuntu kiosk setup that boots into the game and recovers from crashes, and an Arcade Developer Guide covering attract mode, coin and credit handling, operator menus and high-score entry.

Yes. We can help to unblock a stalled feature, stabilize a system, improve performance, or tighten scope so the team can ship with fewer surprises.

Usually a focused sprint or a part-time embedded setup. We align on goals, audit the current state, define deliverables, then ship in milestones with clear check-ins and documentation.

Documentation is part of the deliverable. We produce practical, team-facing docs that explain the system, decisions, and next steps so you are not dependent on us long term.

Yes. Cat has worked in feature animation and AAA games and teaches experimental animation at OCAD University. We support visual development, art direction, animation planning, style exploration, and pipeline guidance, especially where character and storytelling are central.

Yes. We are used to collaborating inside existing teams, communicating clearly, scoping realistically, and working within established production processes.

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