Independent Game Studio · Enmore, Sydney

WE BUILD
WORLDS

NexusGameWorks title in productionNow in production

Meridian Drift

Roguelike racer · PC & Console · 2026

NexusGameWorks is a Sydney-based studio shipping original titles, co-development, and live-ops for PC, console, and mobile — engineered on Unreal and Unity, tuned until they feel right.

The Enmore Road workshop — playtest bay and engine floor
The Enmore Road workshop — playtest bay and engine floor
The Studio

A small crew with a shipping habit

Founded on Enmore Road in 2016, NexusGameWorks grew from a two-person prototyping desk into a 14-person studio that has shipped nine titles across Steam, Nintendo Switch, and the App Store. We keep the team deliberately small so designers, engineers, and artists sit within arm's reach of each other.

We take on a handful of projects each year — original IP we fund ourselves and co-development work for partners who need a team that can own gameplay, tools, and live-ops end to end. Every build ships through our own QA lab before it ever reaches a store page.

9

Titles shipped

14

People on the floor

4.6★

Avg. store rating

2016

On Enmore Road since

How We Work

Six stops from pitch to launch

Every engagement runs on the same route. Clear stations, honest checkpoints, and a playable build at each stop so you always know where the project stands.

  1. 1Week 1

    Discovery & Pitch

    A one-week workshop to define the fantasy, audience, and platform. You leave with a design pillar doc and a rough cost map.

  2. 2Weeks 2–6

    Vertical Slice

    We build one polished slice of core gameplay — controls, feel, and a single environment — to prove the fun before scaling.

  3. 3Months 2–8

    Production

    Content, systems, and tools built in two-week sprints. Weekly playable builds land in your inbox every Friday.

  4. 4Months 8–10

    Alpha & Balance

    Feature-complete build. We run structured playtests from our Enmore lab and tune difficulty, economy, and pacing.

  5. 5Months 10–12

    Certification & Launch

    Platform submission, store assets, and day-one patch. We handle Steam, Switch, and mobile cert paperwork.

  6. 6Ongoing

    Live-Ops

    Post-launch seasons, patches, and telemetry-driven updates to keep your community playing well past release week.

The Crew

The people at the terminal

Fourteen hands, one open-plan floor on Enmore Road. Here are the leads you'll actually be working with day to day.

P

Priya Raghavan

Studio Director & Creative Lead

Ex-Halfbrick. Steers vision and keeps scope honest.

T

Tom Beckett

Technical Director

Unreal & Unity engine lead. Builds the tools nobody sees.

M

Mei Lin Chua

Art Director

Hand-painted worlds and readable UI. Owns the visual bible.

D

Declan Ross

Lead Game Designer

Systems, economy, and the maths behind the fun.

S

Sofia Marchetti

Audio & Music Lead

Adaptive scores and sound that sells the hit.

J

Jack Nguyen

Live-Ops Producer

Seasons, telemetry, and community patch cadence.

Capabilities

What we own end to end

Hover any card to see how we deliver. From first prototype to a live game with a season roadmap, it all happens under one roof.

Original IP

Original IP

Self-funded titles we design, build, and publish.

We greenlight one or two original games a year, fund the vertical slice ourselves, and pitch to publishers with a playable in hand.

Co-Development

Co-Development

Bolt a shipping-grade team onto your project.

Gameplay, tools, and content support that plugs into your pipeline — source control, code standards, and sprint rhythm matched to your studio.

Live-Ops & Ports

Live-Ops & Ports

Keep a released game growing and everywhere.

Seasonal content, balance patches, and platform ports to Switch, PlayStation, and mobile — driven by telemetry, not guesswork.

Engagements

Ways to work with us

Fixed-scope sprints or embedded teams — priced in Australian dollars, billed monthly, no lock-in beyond the current phase.

Prototype Sprint

A$18,000fixed, 4 weeks

Prove one core idea is fun before committing to full production.

  • Playable vertical slice
  • One environment + core loop
  • Design pillar document
  • Cost & timeline map for full build
Book a Sprint
Most chosen

Full Production

from A$32,000per month

A dedicated pod carrying your title from slice to store launch.

  • Dedicated 4–6 person pod
  • Two-week sprints, Friday builds
  • QA lab playtesting
  • Platform certification handled
  • Store assets & launch trailer
Plan a Build

Live-Ops Retainer

from A$9,500per month

Keep a shipped game healthy with seasons, patches, and telemetry.

  • Monthly content drops
  • Balance & bug patches
  • Telemetry dashboards
  • Community-driven roadmap
Keep It Live

All prices exclude GST. Every engagement starts with a free 45-minute scoping call at the studio or over video.

Get in Touch

Tell us what you're building

Pitch us your game, ask about co-dev capacity, or just come by the Enmore Road studio for a playtest. We read every message ourselves.

Studio

128 Enmore Road, Enmore NSW 2042

Studio Hours

Mon–Fri, 9:30am – 6:00pm AEST