About
Why we started Straylight Code
Founded by ex Take Two Tech Director with 15+ years shipping on PlayStation, Xbox, PC, mobile and XR, and four years building and running live games with AI. We have taken them through milestone cycles and console certification, and we know what it takes to keep a team fast without it costing you later.
Same problem, every codebase
Over the years we kept seeing the same thing, on projects that had nothing much in common. Codebases with no real structure, where adding a feature took longer every time someone did it. Live ops was a treadmill of bug after bug. Every change risked breaking something else, and nobody had time to stop and fix the root of it.
A codebase is like a ship
Every day of development puts another hole in it. Not deliberately, just the cost of moving fast: a shortcut here, a workaround there, a fix that solves today's problem but stores one for next week.
Each hole on its own is nothing. They accumulate, and nobody goes back to patch them, because there is always another feature to ship and another milestone to hit. It doesn't sink all at once. It just gets harder to keep afloat.
AI made it faster
Months of decay now arrive in days. The prototype that used to take weeks ships in an afternoon, and what sits underneath it arrives at the same speed. The problems are the ones we had always seen. They turn up sooner, and there are more of them.
That also makes them easier to recognise. AI generates the same patterns quickly and consistently enough that they are obvious to someone who knows what robust looks like.
AI is the most common route to a codebase in that state, and it is not the only one. A project handed back from an outside studio, one whose original developer has moved on, one that sat untouched for a year: they reach us in much the same condition, and the work is the same work.
What keeping up takes
Anyone can fix a bug. Keeping a team fast without the holes accumulating means deciding what still gets checked and by whom, and then building the things that do the checking.
Most of that is reading: what the code does now, what the team believes it does, and where those two have come apart. The building is the easier half.
We build the pipeline, and we work out with you where a human still has to sit in it.
What we specialise in
What we work on
- Unity/C# codebases at any scale
- Pipeline health checks and architecture review
- Standing review of the code going into each release
- Guardrails, review gates, and automated triage
Our focus
- Unity itself: scene and prefab wiring, serialisation, input, plugin conflicts
- Architecture that holds up past the next milestone
- Reading code nobody on the team wrote, AI-generated or otherwise
Want the honest version for your setup?
One 30-minute call. If we can't help, we'll say so and point you somewhere that can.
[email protected] · replies within 1 business day
