Mobile game development
Casual and arcade games for phones, designed around one-thumb controls, short sessions and steady frame rates on ordinary devices.
How the work is done
Game work starts with a playable prototype of the core mechanic, before art or menus. Once the loop feels right, levels are built with data-driven tools, so difficulty can be tuned without touching code.
Physics, collision and particle effects are profiled on low-end hardware early, because that is where dropped frames appear first. Coral Plunge, our reef-diving arcade game, was made this way: ten hand-built levels, a live trajectory preview and a fully offline design.
What’s included
- Core mechanic prototype
- Level design tools and data files
- 2D physics, collision and particle effects
- Unity in C# or custom engines in C++ and Kotlin
- Touch input tuning and haptics
- Save systems and progression
- Offline-first design without mandatory accounts
What you receive
- Playable builds at each milestone
- Level data in editable formats
- Asset pipeline documentation
- Store-ready builds and content rating questionnaire answers
How we measure quality
These are the measures we track and report on. Target values are agreed for each project rather than promised in advance.
- Frames per second on a reference device
- Level completion rates, where analytics are agreed
- Battery and thermal behaviour in long sessions
- Install size
Common questions
Does a game have to collect player data?
No. A game can run fully offline without sign-in, as Coral Plunge does. If you want analytics or advertising, consent and data safety declarations are designed in from the start.
Do you produce game art?
Our designers create interface, icons and 2D art direction. For large illustration sets we work with your artists or source assets under a clear licence.
Discuss your project
Timelines and pricing are quoted per project after a discovery call. Fields marked * are required.
Prefer email? Write to [email protected]. Send any documents to the same address.
