Concept and game design
Core gameplay, mechanics, levels, economy and balance — written down in a design document before development starts.
[ Games ]
We create games that retain players and earn: casual and hyper-casual projects on Flutter, 3D games and simulators on Unity, card and sports games with multiplayer and leaderboards.
We cover the full cycle: game design and balance, art and animation, client and server, monetisation via in-app purchases and ads, App Store and Google Play release, retention analytics.
[ What's included ]
Core gameplay, mechanics, levels, economy and balance — written down in a design document before development starts.
2D graphics, UI, characters, effects and animation in one consistent style.
Flutter for casual 2D games with a fast two-platform launch, Unity for 3D, physics and demanding graphics.
Accounts, leaderboards, matchmaking, real-time battles on Python/FastAPI and WebSocket.
In-app purchases, subscriptions, ad networks, offer A/B tests and funnel analytics.
Store release, events, content updates, support and retention growth.
[ Process ]
We discuss the idea, references and target audience, then prepare a short design document and an estimate.
A playable core prototype in 2–4 weeks to prove the mechanic is fun.
Art, levels, meta-game, server and monetisation — in two-week sprints with builds on your phone.
Balance, performance, device testing, release preparation.
Publishing, analytics, events and updates to grow retention and revenue.
Game projects start at $10,000 for a casual Flutter game with monetisation and store release. Unity projects with 3D and multiplayer start at $30,000. As always — milestone payments after each demo.
[ Portfolio ]
[ FAQ ]
A casual 2D game on Flutter — from $10,000; a game with multiplayer and a server — from $20,000; a 3D Unity project — from $30,000. The budget depends on the amount of content, art and network logic.
Flutter (with the Flame engine) suits casual, card and puzzle games: fast, affordable, two platforms at once. Unity is for 3D, physics, shaders and heavy graphics. We advise on your idea during the consultation.
Yes: turn-based and real-time multiplayer, leaderboards, matchmaking, chat. The server runs on Python/FastAPI with WebSocket and scales with your audience.
We pick a model for the genre: in-app purchases, subscriptions, rewarded ads, battle passes. Analytics is set up so you see retention and revenue per player from day one.
We publish on the App Store and Google Play and prepare the store page and creatives. We don't run marketing ourselves, but we set up analytics and events for it.
[ Let's start ]
Tell us about the idea — in a free 30-minute consultation we estimate scope, timeline and budget and suggest the best way to launch.