Our story

A small studio
with production
standards.

Decnet Games started as one developer selling Unity tools. It is now a production studio led by its founder and co-founder, with catalogues on two marketplaces — Unity tools on the Asset Store, a professional Blender add-on line on Superhive — plus client work and Brody, our assistant for Unity developers.

Leadership

The heads

Ansh and Mark head Decnet Games — direction, development and delivery answer to them. The rest of the team works under confidentiality, so you won't find a roster here. What you will find is the work, and it speaks for the whole studio.

AK

Ansh Kumar

Founder, Decnet Games

Ansh Kumar founded Decnet Games to build the tools and games he wanted to use himself. He leads the studio’s development — Unity systems, game feel, and the production catalogue sold on the Unity Asset Store and Superhive.

Everything with the Decnet name on it passes his bar first: if it isn’t good enough for his own projects, it doesn’t ship.

MT

Mark Tumbler

Co-Founder, Decnet Games

Mark Tumbler is the studio’s co-founder. He runs production and operations end to end — asset pipelines, listings, releases, and the verification work that keeps every claim the studio makes an honest one.

No hand-offs lost in the middle: what the studio promises is what the studio ships.

How we work

The bar

Performance first

Tools and games are profiled, not guessed at. If it costs frames, it gets fixed or it gets cut.

Built to be used

We ship what we would want in our own projects — documented, supported, and honest about its limits.

Claims we can prove

No inflated numbers, no borrowed portfolios. The catalogue on the stores is the portfolio.

The craft

Unity & Blender,
done properly.

Our shelves are the proof: nineteen published Unity assets, a thirty-one-strong Blender add-on line in production, and new lines in production for Unreal Engine and BuiltByBit. The work is editor tooling, gameplay systems, character and environment production — the unglamorous layers that decide whether a game ships well.

  • Unity editor tools & gameplay systems
  • Blender add-ons & production pipelines
  • Game feel, profiling & optimisation
  • Documentation with every product

Work with
the studio.

Client work is welcome — full builds, systems, tools and sites.

Get in touch