Unity tools and asset pipelines
Editor tooling, automation, and the production plumbing a team stops noticing once it works. This is the cheapest work in a project to justify and the easiest to keep postponing: it pays for itself in the hours your team is currently spending by hand.
The rate is how an estimate gets built — you aren't buying an hourly meter. Work is scoped into deliverables and milestones at a fixed fee, agreed in writing before anything starts.
What this covers
- Editor windows, custom inspectors, and property drawers
- Import automation and asset validation, enforced at the point of import
- Build automation and CI across your target platforms
- Asset conventions, naming, and the checks that keep them true
- Reusable internal packages the rest of your work can build on
- Documentation, so the tool survives the person who commissioned it
People usually come to me with
- Your artists are doing the same manual thing fifty times a week.
- Every build is one person following a checklist from memory.
- Assets arrive in the project in whatever state they left the DCC in.
- You have tools that work and nobody dares touch them.
What it usually costs
One platform, nothing added, and priced as minimum viable product on a standard schedule. Complexity, scheduling, extra platforms, and add-ons move it from there — the estimator does all of that live, as you answer.
| Size | Effort | Roughly |
|---|---|---|
Tiny One tool that does one job. A batch renamer, an asset validator, a build-number stamper. | 64 hrs 2 weeks and 3 days | $6,650 – $10,000 |
Small A few tools your team opens daily. A level-dressing brush, an importer with presets, a localisation table editor. | 112 hrs 4 weeks and 3 days | $11,650 – $17,450 |
Medium A working pipeline. Automated builds, asset conventions enforced on import, and editor windows for the content team. | 256 hrs 10 weeks and 2 days | $26,625 – $39,925 |
Large The studio's toolchain. A custom editor suite, CI across every platform, and an internal package everything else builds on. | 616 hrs 24 weeks and 4 days | $64,050 – $96,100 |
This is a preliminary estimate based on the information provided. Real-time work is sensitive to target hardware and asset quality, so the final quote is confirmed after review and may change if scope changes.
Price my projectAlso on offer
A complete build, from an empty project to something people can install.
VR, AR, and spatial work — headset experiences, training, installations, and interactive pieces.
Shaders, VFX, rigging, lighting, and look development.
One system — a mechanic, a controller, an inventory — built to drop into what you already have.
A read on a project you already have: performance, architecture, feasibility, and what to do next.
Ready for a number?
No email gate, no sales call. Build the estimate first and decide from there.
Start my estimate
