What game development involves
Game development combines game design (rules, levels, economy), art (2D/3D, animation, UI), audio, programming and, for online games, a backend for accounts, leaderboards and multiplayer.
Successful games are built iteratively: a small playable prototype proves that the core mechanic is fun before money goes into content. We follow that approach for entertainment games as well as for serious games (training, education) and gamification in apps and marketing.
Game genres and what they need
Hyper-casual
Simple one-touch mechanics, sessions under a minute.
- Fast prototyping & A/B testing
- Ad-based revenue
- Short production cycles
Casual & puzzle
Match-3, merge, hidden object, word, sudoku.
- Hundreds of levels & level editor
- Daily rewards, events
- In-app purchases + ads
Arcade & action
Runners, shooters, platformers, racing.
- Tight controls, physics
- Performance tuning at 60 fps
- Controller support on PC
RPG & adventure
Quests, characters, inventories, story.
- Narrative & dialogue systems
- Save games and cloud sync
- Large amounts of content
Strategy & tower defence
Base building, resource management, tactics.
- Economy and balancing
- AI opponents
- Server-side validation
Simulation & tycoon
City builders, farming, management sims.
- Complex systems & data
- Idle/offline progress
- Long-term retention
Sports & racing
Football, cricket, golf, kart racing.
- Physics & animation
- Licensing considerations
- Online tournaments
Multiplayer & social
PvP, co-op, party, battle-royale lite.
- Netcode & matchmaking
- Anti-cheat
- Friends, clans, chat
Educational & serious games
Learning games, training simulations, health games.
- Learning objectives & didactics
- Teacher/trainer dashboards
- LMS/SCORM integration
AR / VR / XR
Augmented-reality and virtual-reality experiences.
- ARCore, ARKit, Meta Quest
- 3D optimisation
- Comfort & motion design
Platforms and engines
The engine decision depends on platform, visual ambition and team. Our recommendation in short:
| Engine | Strengths | Best for |
|---|---|---|
| Unity (C#) | Huge ecosystem, excellent mobile support, 2D and 3D | Mobile games, casual to mid-core, AR, serious games |
| Unreal Engine (C++/Blueprints) | High-end 3D graphics, cinematic tools | PC/console, realistic 3D, architectural visualisation, VR |
| Godot (GDScript/C#) | Open source, lightweight, no licence fees | 2D games, indie projects, education |
| Phaser / PixiJS / Three.js | Runs in any browser without install | Web games, advergames, HTML5 mini-games |
| Flutter Flame | Game inside a Flutter app | Gamification features in business apps |
Monetisation models
| Model | How it works | Fits |
|---|---|---|
| Premium (paid) | One-time purchase | PC/Steam, niche and educational games |
| Free-to-play + IAP | Free download, purchases for items, levels, cosmetics | Casual, puzzle, strategy, RPG |
| Ads | Rewarded video, interstitials, banners | Hyper-casual and casual |
| Subscription / battle pass | Recurring revenue for content or perks | Live-ops games with regular content |
| B2B / licence | Client pays for development and licence | Serious games, training, advergames |
Our game production pipeline
- Concept & pitchTarget audience, genre, core loop, unique hook, platforms and business model on two pages.Deliverables: game concept, reference board
- Game design document (GDD)Mechanics, controls, progression, economy, level structure, UI flows and content list.Deliverables: GDD, feature list, estimate
- Playable prototypeGrey-box version of the core mechanic to test fun and feel before art production.Deliverables: playable build (2–6 weeks)
- Vertical sliceOne level or session at final quality: art, sound, UI and effects – the benchmark for the whole game.Deliverables: polished slice, art style guide
- Full productionContent production in sprints: levels, characters, animations, audio, backend, analytics and monetisation.Deliverables: builds every sprint
- Alpha & beta testingClosed tests, balancing, performance optimisation on low-end devices, crash fixing, localisation.Deliverables: beta build, test reports
- LaunchStore pages, trailers, age ratings (USK/PEGI/IARC), soft launch in test markets, then global release.Deliverables: live game on stores/Steam/web
- Live-opsEvents, new levels, seasonal content, A/B tests and KPI tracking (retention, ARPDAU, conversion).Deliverables: monthly content updates
Who we build games for
Tools we use
| Engines | UnityUnreal Engine 5Godot 4PhaserThree.js |
| Art & animation | BlenderSpinePhotoshopAsepriteSubstance |
| Backend & multiplayer | PhotonUnity NetcodeNakamaPlayFabFirebaseNode.js |
| Analytics & monetisation | GameAnalyticsFirebaseAdMobUnity AdsRevenueCat |
Frequently asked questions
How much does a mobile game cost?
A small casual game can be built in a few weeks, while RPGs or multiplayer games take many months. The main drivers are content volume, art style, multiplayer and live-ops. We estimate after the concept phase.
Can you work with our existing art or designers?
Yes. We integrate external art, sound or design teams and provide technical art guidelines.
Do you publish the game for us?
We handle the technical release on Google Play, App Store, Steam or the web, including age ratings and store pages. Marketing can be added through our Digital Growth team.
Can you add gamification to an existing app?
Yes – points, levels, badges, streaks and mini-games can be added to business and learning apps.