Mobile Game Development: Android & IOS Game Outsourcing

What We Build

Hypercasual. One mechanic, legible in three seconds, no tutorial. The build exists to answer a single question – can this acquire users cheaply enough – and everything else waits until it has. Turnaround is the whole game here: a prototype that lands after the test slot closed is worth nothing, however good it is. More on our hypercasual and hybrid-casual work.

Hybrid-casual. The same instantly-readable core loop with enough underneath it that players are still there a week later: progression, upgrade trees, soft and hard currencies, collection or base layers, and monetization that runs IAP alongside rewarded video instead of leaning on interstitials alone.

Real-time multiplayer and .io. This is where most casual studios stop. We built Hole IO on Photon PUN 2 with a lobby system, live leaderboard, joystick controls, and bots that take over when a player disconnects – because an arena match that collapses the moment someone loses signal isn’t a multiplayer game, it’s a demo. Same problem set we solved at larger scale in our browser-based multiplayer FPS.

Idle and clicker. Offline progression, exponential upgrade curves, prestige loops. These are economy design problems wearing a game costume: get the curve wrong and players either finish in two days or stall out in twenty minutes.

Educational and serious mobile titles. Curriculum-aligned games and training tools, the mobile counterpart to the work we do for ministries and universities.

Web3 mobile. On-chain items and in-game economies where the wallet never blocks the front door. See Web3 and blockchain game development.

Two Ways Mobile Work Reaches Us

Publishers who need prototype capacity. You have a testing calendar and more ideas than engineers. We take a mechanic or a reference and return a testable build on your schedule. We’ve worked with publishers in the hypercasual space, including Homa Games and YSO Corp.

Studios and founders with a title to ship. Concept through soft launch to global release, including the meta layer, the economy, and the live-ops tooling your team will use after we’ve gone. That’s our full-cycle process, applied to mobile.

Launch Is the Middle of the Project

The difference between mobile and every other platform we ship to is that release isn’t the end of the work, it’s the start of the expensive part.

So we build the things you’ll need in month three during month one: an economy you can retune from a config rather than a build, save data you can migrate without wiping players, remote flags for anything you might want to switch off in a hurry, and an events surface your team can operate without an engineer on call.

Retrofitting live-ops onto a shipped game costs several times what building it in costs. We’ve watched it happen.

Monetization

Ads and IAP are design decisions, not a layer applied at the end. Where a rewarded placement sits determines whether players use it or resent it, and an interstitial in the wrong beat of a session is measurable churn.

We implement the full stack; rewarded video, interstitials, banners where they belong, IAP catalogues, offers, and the analytics to tell which of them is actually earning. On iOS that means handling ATT and SKAdNetwork properly, because attribution you can’t read is a marketing budget you’re spending blind.

Performance on Real Devices

The phone on your desk is not the phone your players own.

Most of a mobile audience sits on mid and low-end Android, on hardware two or three years old, thermally throttled after ten minutes, on a connection that drops in lifts and tunnels. That’s the target, and it drives asset budgets, draw calls, texture compression and how big the initial download is allowed to be.

Build size deserves its own line. Every extra megabyte between the store page and a playable first session costs you installs, measurably, and it’s much cheaper to design for that than to claw it back with a compression pass in week eleven. We test on physical devices including the cheap ones; here’s how we run mobile QA.

Store Submission

Both stores have rules that reject builds for reasons unrelated to whether the game is good: Apple’s review guidelines, Google Play policy, age ratings, data safety declarations, privacy manifests, kids-category requirements if your audience is under 13.

We prepare submission materials and handle the back-and-forth. It’s unglamorous, and it’s where inexperienced teams lose two weeks they’d planned to spend on polish.

Bringing an Existing Game to Mobile

If you have a PC or web title and want it on phones, that’s a port with its own scope, not a discount on new development – input, UI scale, performance budget and monetization all get rebuilt. We wrote about what porting to Android actually involves, and it comes with its own quote rather than a surprise line item.

Engine

Unity, across iOS and Android from one codebase, with Photon for the networked layer. One engine deliberately: a studio that claims all of them is deep in none of them.

Common Questions

How fast can you deliver a prototype?

For hypercasual work, fast enough to fit a publisher’s test slot — tell us the date and we’ll tell you honestly whether we can make it.

What does a mobile game cost?

Scope, art volume and whether there’s a backend drive the number. Projects have ranged from around $3,000 for something small and focused to seven figures for a full production. How long a build takes is the other half of that answer, and you get a fixed quote before you commit.

Can your engineers work inside our team instead?

Yes, team extension is how a good share of our mobile work runs. Our Unity engineers join your repo and your standups under your leads. More about the studio.

Start a Project

Send the mechanic, the reference game, or the build you already have. If it’s prototype capacity you need, tell us the test date.

Scope, team composition and a fixed quote come back within two business days.