Founded in Barcelona
Shipped Projects
Engines & Platforms
(Unity / Unreal / Custom)
Porting Expertise
Titutitech is a game development studio founded in 2014 in Barcelona, Spain.
With many combined years of industry experience, we’ve contributed to major projects for industry leaders such as Capcom and King. Just as importantly, we build games end-to-end for smaller studios—taking them from concept to release.
We also pair experience with young talent—a blend that keeps the studio strong today and tomorrow.
The team attending BCN Dev Day (October 2025).
Our mission is to help small and medium indie studios and publishers create and release their dream games.
To achieve our mission, we focus on three key pillars:
Adaptability
We integrate easily with your processes, workflow, and codebase.
Contribution
We bring experience and ideas to improve your game and expand your studio’s know-how.
Fluid communication
We communicate clearly and empathetically—becoming part of your team.
A bold beginning — After years at Capcom and 5ants, Oriol and Federico founded Titutitech in Barcelona to fuse playful design with dependable engineering.
First test — We built a playable slice for Zombie Playground with AI, gameplay, and online systems, discovering how much we love solving hard technical problems with remote teams.
First studio release — Shipped Oh My Godheads with Square Enix Collective on PC/PS4/Xbox One; later released the Party Edition on Nintendo Switch—our arrival to consoles.
Monster Prom continues — Our long-term collaboration with Beautiful Glitch is very much alive. We’ve been co-developing framework and features, building online play & mod tools, and handling console ports across the series—up to today and beyond.
Experimentation — From the school-tested learning game Fantaskid to the competitive World Eaters, we explored mobile, analytics, and fast iteration—skills that still shape our co-dev work.
Networking & cross-play — With Lince Works, we implemented network systems and platform integrations for Aragami 2, supporting cross-play and optimization.
Porting excellence — We brought Endling – Extinction is Forever to all major consoles; the title later earned a BAFTA, reinforcing our quality bar in ports & optimization.
Leveling up — We supported an online 5v5 AA project with The Breach Studios and contributed online systems to Toy Tactics, reinforcing our multiplayer and netcode focus.
Diversification — We built Lumen, an Unreal Engine VR prototype, and delivered Cosmic Challenge Remastered for modern platforms—balancing new tech with legacy support.
Multi-platform momentum — Ports & optimization for Ereban: Shadow Legacy, Particle Hearts, and ILA on PlayStation/Xbox/Switch. In parallel, our artists supported Rewilders with concept & illustration—growing our creative network.



New partnership — We began work on Denshattack, an arcade-flavored 3D platformer, extending our high-end porting and gameplay engineering for its 2026 slate.
Our second studio title — We’ve been working hard on Espina, a cel-shaded hack-and-slash currently in development. We’re shaping its vertical slice and narrative prototype — a project that reflects everything we’ve learned and what we love most about making games.