Skip to content
Mobile Byte Sensei

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 terms

Overview.

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.

  1. Step 1: Prototype review

    A playable build that tests whether the core loop works.

  2. Step 2: Vertical slice

    One level or loop at release quality, with a performance check on a reference device.

  3. Step 3: Production in increments

    Content and systems built in two-week increments, each playable.

  4. Step 4: Store submission

    Age-rating and families-policy compliance, listings and review handling.

  5. 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

    A one-tap runner for young children on Google Play: thirty levels, offline play, no account and child-directed ads.

    • Android

Tooling we publish.

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 questions

Which 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