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Game Development

Game development for mobile and web that keeps players coming back

You get a finished game, not a prototype: built in Unity, Godot or HTML5, tested on real phones, monetized with ads or in-app purchases, and published on the App Store and Google Play under your account. Casual and kids' games are our focus, with mechanics tuned for short sessions and retention. After launch we run LiveOps so events, levels and offers keep the game alive.
Get an estimatefrom $10,000 · 8 weeks

Sound familiar?

Fun prototype, unfinished game

A jam build or a freelancer's demo proved the mechanic works, then stalled at menus, saves, monetization and polish. The last twenty percent is where most games die.

Players download, play once, leave

Without onboarding, progression and a reason to come back tomorrow, day-one retention collapses fast. Ad spend buys installs that never turn into sessions, let alone revenue.

Monetization was an afterthought

Ads interrupt at the wrong moment, the shop sells nothing anyone wants, and the economy breaks within a week. Revenue stays flat while the reviews quietly drop.

What you get

  • Game design document
  • Unity or Godot build
  • HTML5 web version
  • Art and animation integration
  • Ads and in-app purchases
  • Analytics and A/B testing
  • App Store and Play release
  • LiveOps and content updates

Stack and tools

  • Unity
  • C#
  • Godot
  • GDScript
  • Phaser
  • TypeScript
  • Firebase
  • AdMob
  • Unity Ads
  • RevenueCat
  • GameAnalytics
  • Blender

How we do it

  1. 1

    Design the core loop

    We write a short design document covering the mechanic, session length, progression and the economy, then prototype the core loop in a week to prove it is fun before building around it.

  2. 2

    Build the vertical slice

    One polished level with menus, saves, sound and the first monetization touchpoint shows exactly what the finished game will feel like. You play it on your own phone.

  3. 3

    Produce the content

    Levels, art, audio and features get built in sprints with weekly test builds. Analytics events go in from the start so we can read retention before launch, not after.

  4. 4

    Soft launch and tune

    A limited release in one or two countries measures retention, session length and revenue per user. We tune difficulty, ad placement and offers from the data before going wide.

  5. 5

    Launch and run LiveOps

    The game goes live worldwide with store assets, ratings prompts and crash monitoring. Seasonal events, new levels and offers follow on a calendar we agree with you.

Starting at

from $10,000

Typical timeline 8 weeks. Covers a casual game with one core mechanic. Multiplayer and larger productions are scoped after the design document.

Get an exact quote

Related work

Game Development: questions people ask

Further reading

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Let's scope your game development project.

Tell us what you are building or what is slowing you down. We reply within one business day.

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