Who are we?

Digital Confectioners is a game studio in New Zealand, focused on creating high quality Unreal Engine based games for PC and console. Our core team includes:

  • James Tan
  • Sam Evans
  • Neil Reynolds
  • Ken Churcher
  • Keegan Gibson
  • Leigh Beattie
  • Will Scott
  • Bryce Haywood
  • Fiona Yang
  • Romy Gellen
  • Tommy Alexander
  • Shujjat Khan
  • David Hill

We are an experienced game development company that specializes in developing in Unreal Engine 3 and 4, and have shipped over a dozen games on Steam, PlayStation and Xbox platforms. We have decades of experience in all areas of game development with our main focus on programming. We are fully capable of implementing an entire game using Unreal Engine on all platforms that Unreal Engine exists for.

Our expertise includes:

Unreal Engine 4

  • Blueprint and C++ programming for AI, game play, networking and rapid prototyping.
  • Technical Art with Material Shader and Particle Effect creation.
  • Technical Animation with Animation Blueprints to handle animation blending, animation states and inverse kinematics.
  • Technical Sound with Sound Cue creation.
  • Plug in Creation to integrate with third party libraries.

Unreal Engine 3

  • Kismet, Unrealscript and C++ programming for artificial intelligence, game play, networking and user interfaces.
  • Technical Art such as Material Shader and Particle Effects.
  • Unreal Editor usage in level design and Matinee creation (cinematics).
  • Technical Animation such as animation blending and inverse kinematics.
  • Technical Sound Design, we know how Unreal Engine handles sound and how to get the best out of it.
  • Technical Physics Design, we know how Unreal Engine handles physics, PhysX and APEX and how to get the most out of it.
  • Scaleform, we know how Unreal Engine has implemented Scaleform and how to best use it.

Projects we've worked on

For Angels Fall First: Planetstorm, we assisted with AI programming and user interface programming.


For Depth we did the ScaleForm UI, gameplay development, Steam integration, AI programming, and server infrastructure management.


For this Eat3D DVD, we were responsible for the design and programming of the tutorial.


For this Eat3D DVD, we were responsible for the design and programming of the tutorial.


For this Eat3D DVD, we were responsible for the design and programming of the tutorial.


For Epic Games we have:


In Epoch, we assisted with bug resolving (both programming and technical art), Unreal Engine 3 migration as well as minor programming tasks.


In Forge we are responsible for assisting with the content pipeline and technical art. We are also handling the programming for the entire project.


In Gavit, we were responsible for large portions of the programming which typically involved setting up complex interactions between classes to create tools for non programmer to then create complex interactive demos. We also developed a small tool kit to allow the Razer Sixense to work in Unreal Development Kit.


For Q.U.B.E we were responsible for programming the game play mechanics, load/save code and the user interface.


In Rekoil, we were responsible for programming the majority of the game from animation blending, demo recording, game play mechanics and networking. We were also responsible for assisting with mapping, technical art such as animation, materials and particle effects. We also assisted in production planning.


For Thanatophobia we are currently busy programming the entire game! We are also responsible for creating the user interface with Scaleform.


In The Ball, we were responsible for programming the game play and the user interface. Some minor technical art was also done.


In The Haunted: Hells Reach, we were responsible for programming the animation blending, demo recording, game play mechanics, networking and user interface.


We helped Spearhead with the multiplayer portion of Tiny Brains. We also helped fixed really weird bugs and improved Kismet.


For Unmechanical we wrote the base HUD rendering Kismet nodes, which were later expanded into a fully fledged UI by Sjoerd De Jong and Marko Permanto. We also provided a small amount of Unrealscript support during development.


In the VISITOR project we were responsible for programming the camera controls, game play mechanics and the physics simulation of the boat.