About us

Made in Kraków, Poland.
Built for every platform.

We port, remake, remaster and build games for studios and publishers who’d rather ship everywhere than juggle five outsourcing vendors. One team, from the first estimate to long after launch.

Trusted by studios and publishers

Our story

We started by bringing games to new platforms. Now we help them live longer.

LYNXBYTE GAMES began as a porting studio, built around one job: getting games onto PlayStation, Xbox, Nintendo Switch and every platform after them - integration, optimisation, QA and certification included.

Over time, the conversations with our partners went further. “We have an older title players still love - can we bring it back?” “Our community is asking for another game - can you build it?” “You already know our game - can you also handle the DLC, crossplay and the next storefront?”

So we grew with them. In the last year alone we delivered more than 20 projects, grew the team, took on bigger and more demanding titles, and built our own porting technology. Today we are a full-service studio that helps partners through the entire life of a game and its IP.

Read the story behind our new brand

Made in Poland

Poland is home to some of the best game developers in the world.

The country behind The Witcher, Dying Light and Bulletstorm has built one of the strongest game development scenes anywhere. That is the talent pool our team comes from.

Our specialists have worked on projects with companies like

  • CD PROJEKT RED
  • Techland
  • People Can Fly
  • The Farm 51
  • Ubisoft
  • Square Enix
The Witcher 3: Wild HuntCyberpunk 2077Dying Light 2 Stay HumanBulletstormShadow of the Tomb RaiderFar Cry 6World War 3
Assassin's Creed ValhallaFinal Fantasy VII RemakeDying LightOutridersRise of the Tomb RaiderThe Division 2Deus Ex: Mankind Divided

50+

Delivered projects

20+

Global publishers & developers

30+

Experts on board

Our technology

We built our own tools so engineers can focus on the hard parts.

Lynci is our AI-native porting framework. It takes the repetitive engineering out of a port, while experienced developers review every change and make every decision that matters.

Our leadership

The people you’ll talk to.

No account managers between you and the studio. You work directly with the people who run it.

  • Bartosz LuderaBartosz LuderaHead of Studio & CEOLinkedIn
  • Krystian MlodziejewskiKrystian MlodziejewskiBusiness & Relations DirectorLinkedIn
  • Przemysław ChmuraPrzemysław ChmuraBusiness Development RepresentativeLinkedIn
  • Sylwester PilarzSylwester PilarzHead of DesignLinkedIn
  • Katarzyna GrybalowKatarzyna GrybalowHead of Office & OperationsLinkedIn
Kraków's Old Town at nightKraków, Poland

Our home

Our home is Kraków. Our games ship everywhere.

We are a Polish studio based in Kraków, one of the hubs of Poland’s game development scene. From here, our team works on games for publishers and developers around the world.

Our name comes from this part of the world too. The lynx lives in the forests of the Carpathians, and it is patient, precise and hard to spot - which is pretty much how a good port should feel.

See open positions

From Kraków to studios around the world

World map of publishers and developers we work with, including Crytivo, IndigoBlue, Silver Lining Interactive, Toplitz Productions, GOG.com, Untold Tales, Crunching Koalas, Tate Multimedia and 2Dynamic Games

Our values

What’s in a name? L-Y-N-X.

Four principles behind every project we take on. Hover a letter to press it.

Listen first

Every project starts with understanding the game, the team and the goal - before we put a single number in an estimate.

Your code, your IP

No lock-in. Everything we deliver is normal production code your team owns, updates and can take anywhere.

No surprises

Fixed prices, flat fees per milestone and a delivery guarantee written into the agreement, not promised in a call.

X-platform by default

PlayStation, Xbox, Switch 1 & 2, PC, mobile and VR from one team, with certification and support handled for every one.

our commitment

Support the Lynx.

LYNXBYTE is named after a predator quietly disappearing from Europe’s forests. A share of every project we ship supports lynx conservation in the Carpathians.

Read about our commitment

Insights from the studio

Read our blog
Remake or Remaster? A Technical Decision Checklist

Remake or Remaster? A Technical Decision Checklist

A practical, technical checklist for deciding whether an older game needs a full remake or just a remaster - covering source code, engine, assets, gameplay code, platforms, budget and audience, with a simple scoring model and the red flags that settle the question early.

Read nowRemake
Building a Game on an Existing IP? The First Step Isn't Opening the Engine

Building a Game on an Existing IP? The First Step Isn't Opening the Engine

Full game development on an existing IP starts long before anyone opens Unreal or Unity. Here are the five things we focus on first - from IP analysis to production planning - and why they decide whether the new game feels right.

Read nowFull Development
Your First Game Will Probably Be Bad. Make It Anyway.

Your First Game Will Probably Be Bad. Make It Anyway.

Your first prototype won't look like the game in your head, and that is exactly how it should be. Why a rough first game is the best teacher there is, and how we help new creators get from that first build all the way through the paperwork of a real release.

Read nowIndie Dev

Work with us

Got a game that deserves more players?

Tell us your engine, platforms and target date. Free technical assessment, first estimate in 3 business days, no commitment.

We do not want to replace developers. We want them to spend less time on repetitive work and more time on problems where their experience matters.
Bartosz LuderaHead of Studio & CEO, LYNXBYTE GAMES

faq

About the studio,
answered.

Where is LYNXBYTE GAMES based?

In Kraków, Poland, at Zamknięta 10/1.5. We work with publishers and developers worldwide.

What does LYNXBYTE GAMES do?

We are a full-service game studio: we port games to consoles, mobile, VR and PC stores, remake and remaster older titles, build new games on existing IP, and handle everything around a released game - DLC, crossplay, storefronts and post-launch support.

Who leads LYNXBYTE GAMES?

Bartosz Ludera is the Head of Studio & CEO. He leads the studio together with Krystian Mlodziejewski, Business & Relations Director, Przemysław Chmura, Business Development Representative, Sylwester Pilarz, Head of Design, and Katarzyna Grybalow, Head of Office & Operations.

What is Lynci?

Lynci is our AI-native porting framework. It takes repetitive engineering work out of a port so experienced developers can focus on the hard problems, and it makes fixed-price porting possible. It is not shipped inside your game, so there is no lock-in.

Why is the studio named after a lynx?

The Eurasian lynx is patient, precise and hard to spot - close to how we like to work - and it is part of the wildlife of the Carpathians, the region we come from. A share of every project we ship supports lynx conservation there.

Do you work with indie and AA studios?

Yes. Most of our portfolio is indie and AA titles, alongside larger publishers. It is who we build for.

Tell us your engine, platforms, and target date.

Free technical assessment. First estimate in 3 business days. No commitment.

Krystian Mlodziejewski

Krystian Mlodziejewski

Business & Relations Director

What’s needed?
contact@lynxbytegames.com

Trusted by studios and publishers