Media and entertainment software development
We build publishing, library and subscription systems for broadcasters, publishers and streaming services. Media and entertainment software development has its own rhythm. Traffic ticks along quietly for weeks, then a big story breaks or a series drops and everyone arrives in the same hour.

One catalogue for everything with rights attached
Publishing, library and subscription systems built to cope with sudden traffic peaks.
Systems we build
- Publishing systemsEditorial tools with scheduling and embargoes
- Asset librariesEasy to find, with versions and rights
- Subscriptions and accessPaywalls and tiers on every device
- Video deliveryAdapts to connection, resumes on any device
- Rights and schedulingEnforced by the system, not memory
- Audience reportingViews across channels joined for editors
- Reply within one business day
- Start within one to two weeks
Media software from archive to screen
Publishing systems
Editorial tools that keep up with a newsroom on deadline, where a scheduled or embargoed piece goes out at the right minute.
Asset libraries
Your video, audio and images in one searchable place, each file carrying its versions and usage rights.
Subscriptions and access
Paywalls, free trials and plan levels that work the same on a subscriber's phone, laptop and TV.
Video delivery
Streaming that adjusts to the viewer's connection and picks up exactly where they left off.
Rights and scheduling
The system knows what can be shown, in which countries and until what date, so nobody has to remember.
Audience reporting
What people watched and read across every channel, pulled into reports your editors will open.
Where media projects get hard
It usually starts with the library. Files are scattered across shared drives, cloud services and people's own folders. Nobody is quite sure which cut was approved, and the rights to a clip are buried in an email from two years ago. Most of the value in a media project comes from pulling all of that into one catalogue, with the rights stored alongside each file.
Then comes the traffic. A single story or release can bring in a year's worth of ordinary visits in an hour. We build so the heavy pages are cached (stored ready to serve instantly) and anything that can't be cached slows down gracefully instead of taking the whole site with it.
Rules every release must respect
- Rights and licensing. Each file records where it can be used and for how long, and the system checks this before anything is published.
- Embargo and scheduling. If a piece mustn't go out before a set time, the system holds it back. Nobody has to watch the clock.
- Accessibility. Captions and transcripts, with players and pages built to WCAG (Web Content Accessibility Guidelines).
- Subscriber data. Payment and viewing history are handled as personal data, and cancelling is easy to find.
- Content classification. Age ratings and regional restrictions are applied at the moment someone presses play.
Systems we usually connect to
If your content management system, asset library and streaming setup work well, we connect to them as they are. Moving a library of large video files somewhere new is a big decision, and it should be yours, made on purpose. If a move does make sense, our cloud migration checklist walks through it step by step.
How a media project unfolds
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Catalogue what exists
We track down your files, the duplicates and the rights behind them. Expect this to take longer than you'd guess.
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Attach rights to assets
Usage rules get written onto each file, so they no longer live only in one person's memory.
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Build the editorial path
We build tools around how your newsroom or studio really works and try them out during a live news or production cycle.
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Prepare for the peak
We set up caching, run load tests and agree a plan for the day a story takes off without warning.
Most media projects land within these ranges. Yours will depend on how big the archive is, how tangled the rights information has become and which publishing dates we need to avoid. Our software development process explains each stage in more detail.
What editors and viewers notice
Assets found quickly
A producer types what they need and finds it, instead of searching old drives and message threads.
Fewer rights mistakes
If the licence doesn't allow it, the system stops the piece going out, so there's nothing to take down later.
Peaks survived
Caching and load testing keep your site running when the biggest story of the year breaks.
What media teams ask us first
Usually, yes. Most asset systems let other software search them and fetch files, so we build around yours. That saves moving huge video files for no good reason.
We store the rights as fields on each file, entered once and checked automatically whenever someone tries to publish it. If nobody knows the rights to a clip, the system blocks it rather than guessing.
We plan for that from day one. Every page that can be cached is, and the parts that can't, such as account pages, are built to slow down quietly without taking the site down.
Planning a launch or a new archive?
Tell us what you publish and your target date, and we'll share how we'd approach it.

