Wide studio workspace, two large monitors displaying Android frame profiler graphs and shader code, keyboards and reference devices on a matte-black desk surface, even cool work-light overhead, no people visible, environmental documentation feel
Wide studio workspace, two large monitors displaying Android frame profiler graphs and shader code, keyboards and reference devices on a matte-black desk surface, even cool work-light overhead, no people visible, environmental documentation feel
/ Who we are

Indie scale. No platform shortcuts.

ATAL PDP is a small Android studio that treats constraints as architecture. We ship games and apps where the device's capabilities are the design brief — not the obstacle.

Close crop of an Android device held at a working angle, screen showing a running game with visible UI state and touch input ripple, even daylight-neutral studio lighting, hands partially in frame, no posed grip
Close crop of an Android device held at a working angle, screen showing a running game with visible UI state and touch input ripple, even daylight-neutral studio lighting, hands partially in frame, no posed grip
— Platform choice

Android is the decision, not the default

Half our architecture decisions exist because of what Android lets us do that other platforms won't. We build native because the device rewards precision — and shortcuts read in the frame data.

Indie scale is intentional. Smaller scope means tighter execution and no compromises buried in a sprint backlog nobody reads.

Studio desk medium shot, developer's hands on keyboard with monitor showing gesture-logic debug overlay and timing trace, secondary screen with code editor open, cool overhead work-light, documentation aesthetic, no faces visible
Studio desk medium shot, developer's hands on keyboard with monitor showing gesture-logic debug overlay and timing trace, secondary screen with code editor open, cool overhead work-light, documentation aesthetic, no faces visible
+ How we work

A release isn't done until it holds

We measure frame pacing, gesture response curves, and input latency as routine output — not QA checkboxes at the end of a milestone.

No placeholder assets reach production. If the art isn't right, the build waits. That's the process, not the exception.

▸ Join the team

We hire for technical irritability

If bad gesture logic bothers you and frame pacing is something you actually measure, you'll fit here. We don't hire for enthusiasm — we hire for rigor.