Games
Casual and children’s games, from playable prototype through store submission and live operations.
Written response within one week. No preliminary sales call.
Typical engagement
- Typical duration
- 6–12 months
- Team
- 3–6 people
- Starts with
- Prototype review
Indicative, not a quotation.
Engagement termsOverview.
Games are the discipline in which the performance budget is non-negotiable, and where setting that budget against real hardware delivers the clearest return.
Work proceeds from playable prototype through vertical slice to release. Live operations — remote configuration, events and analytics — are built in from the start rather than added after launch when retention falls short.
What the work covers.
The capabilities games engagements draw on. Scope is agreed per engagement, against the requirement.
Casual and children’s games
Mobile games with simple controls, designed to be played without accounts or sign-in where the audience calls for it.
Prototype to release
A playable prototype that tests the core loop, a vertical slice at release quality, then production in increments.
Remote configuration and live events
Tuning values and events changed from a console after launch, without a new build.
Analytics instrumentation
Event tracking planned with the design, so retention questions can be answered from data.
Reward economies
Rewarded ads, soft currencies and feature unlocks that players earn by choice rather than buy to win.
Performance on low-end Android
Performance checked on an agreed reference device from the vertical slice onward.
Store submission and compliance
Age ratings, families-policy declarations and review handling.
What you receive.
What changes hands during the engagement, and remains yours after it.
Handed over
- Project repository and reproducible build pipeline
- Remote-config setup your team operates
- Store submission packs, including age-rating declarations
- Performance check against the agreed reference devices
Technologies in use.
Evidenced in our own products and tooling for this service. Where your team already runs a stack, the work proceeds within it.
- Language and runtime
- Kotlin
- Compose Multiplatform
- Live operations
- Remote config
- Firebase Analytics
- Monetisation
- AdMob rewarded ads
How it is delivered.
The sequence an engagement follows, from the first assessment onward.
Step 1: Prototype review
A playable build that tests whether the core loop works.
Step 2: Vertical slice
One level or loop at release quality, with a performance check on a reference device.
Step 3: Production in increments
Content and systems built in two-week increments, each playable.
Step 4: Store submission
Age-rating and families-policy compliance, listings and review handling.
Step 5: Live operations
Remote configuration, events and analytics after launch.
Evidence in our own work.
Products we engineered and operate under our own name, and tooling we publish. Client engagements ship under our clients’ names and are not listed.
- Live
Tigu Run
Game
A one-tap runner for young children on Google Play: thirty levels, offline play, no account and child-directed ads.
- Android
Tooling we publish.
KmpToolkit repository (opens in a new tab)
Includes the remote-config and analytics modules used for live operations.
Published on Maven Centralmonetization-kmp repository (opens in a new tab)
A Kotlin Multiplatform ads and billing library with rewarded ads, daily rewards, streaks and feature unlocks.
Where this is not the right fit.
We do not build games designed around aggressive monetisation of vulnerable players, including loot mechanics aimed at children or business models that depend on a small number of people spending more than they can afford. The position is maintained regardless of commercial cost.
Questions on games.
Commercial, ownership and engagement questions are answered on the FAQ page.
All questionsWhich engine do you use?
It is chosen per game, against the platforms, the art direction and the team that will maintain it. The reasoning is documented at the prototype stage.
Do you produce art?
Interface and technical art are produced in-house. Character and environment art is sourced from specialists, managed by us and invoiced through us.
Can you rescue a stalled prototype?
Often. In some cases the assessment shows that the prototype has proved the concept does not work, and that finding is better reported in week two than in month eight.
Do you build games for children?
Yes, designed to be played without accounts or sign-in and within the stores’ families policies.
Can rewarded ads be added without making the game pay-to-win?
Yes. Rewards are earned by choice and progress never depends on paying, consistent with the limits stated on this page.
Can live events be added after launch?
Yes. Remote configuration is built in from the start, so events and tuning do not require a new release.
Other core services.
Mobile apps
Android and iOS apps, native or on a shared codebase where the product and the team justify one.
Web platforms
Dashboards, product sites and the data layers behind them, built to perform on a mid-range phone.
Desktop software
Windows, macOS and Linux applications for workflows that do not belong in a browser.
Applied AI
On-device speech and language models, and the evaluation work that decides whether a feature ships.
Design & planning
Product definition, scope and interface design, delivered as a fixed-fee engagement.
Something else?
Describe the requirement. Any other application or product is scoped against it.
Request a proposal.
Submit the requirement for games work and receive a written assessment, including an indicative estimate and the risks identified at this stage.
Or write to hello@mobilebytesensei.com