Game Development

3D games and interactive experiences, built in Unity

Most game projects do not fail on graphics. They fail because nobody proved the core loop was fun before the art budget was spent, or because the build that ran at 60fps on a developer's PC runs at 19 on the phone it was meant for. We prototype first, profile on the target device from week one, and treat frame time and memory as a budget rather than a clean-up job.

Starting from
On request
Typical timeline
Playable prototype in 2–4 weeks, full production scoped per game
Engagement
Project, no retainer

Priced per scope once the prototype defines it.

What you get

Everything in scope, listed

No line item here is an upsell later. If something isn't on this list, we'll tell you before we start, not after.

  1. 01

    Playable prototype

    The core loop, greyboxed and playable, so the fun is proven before a single final asset is made.

  2. 02

    Game design document

    Mechanics, progression, economy and scope written down and agreed, so the build has something to be measured against.

  3. 03

    Gameplay systems in C#

    Player controllers, AI, inventory, progression and UI, structured so they can be extended without being rewritten.

  4. 04

    3D art pipeline integration

    Models, rigs, animation and materials brought into Unity with LODs and texture budgets set for the target platform.

  5. 05

    Multiplayer

    Netcode for GameObjects for session-based play, with the server architecture scoped separately for larger or competitive games.

  6. 06

    Performance and memory budget

    Profiled on the actual target device, with Addressables for loading so the build stays inside its memory ceiling.

  7. 07

    Builds and store submission

    iOS, Android, PC and WebGL builds, and submission to the App Store, Google Play or Steam.

How we work on this

Three things we do differently

01

Prove the fun before paying for the art

A greybox prototype answers the only question that matters early: is this worth playing? Final art is the most expensive thing in most budgets, and spending it on a loop nobody enjoys is the most common way a game project burns its money.

02

Pick the render pipeline for the platform

URP for mobile, WebGL and anything cross-platform. HDRP only when the target is high-end PC or console and the visuals genuinely need it. Switching pipelines mid-project is expensive, so this is decided on day one, from the target hardware rather than from a reference screenshot.

03

Profile on the real device from week one

Frame time and memory get measured on the phone or machine the game is actually for, every week, not once at the end. A performance problem found in month six is an architecture problem; the same problem found in week two is a setting.

Tools we use for this

  • Unity 6
  • C#
  • Universal Render Pipeline
  • HDRP
  • Netcode for GameObjects
  • Addressables
  • Shader Graph
  • Unity Profiler

Before you ask

Questions we get on every call

If yours isn't here, the FAQs page covers more, or just ask us directly.

What does it cost to build a game in Unity?

It depends almost entirely on scope, which is why we quote after a prototype rather than before. For context, 2026 market surveys put simple games at roughly $5,000 to $25,000, mid-scale 3D games with custom systems at $30,000 to $100,000, and multiplayer or live-service titles above $250,000. A focused MVP with a complete core loop commonly lands between $75,000 and $180,000.

URP or HDRP, which does our game need?

URP for almost everything: mobile, WebGL, VR and any game that has to run across several platforms. HDRP is for high-end PC and console where the visuals are the product. We decide this from your target hardware on day one, because changing pipeline later means reworking materials and lighting across the whole game.

Can you build multiplayer?

Yes. For session-based games with modest player counts we use Unity's Netcode for GameObjects. Large-scale, competitive or persistent-world games need a dedicated server architecture, and that is scoped as its own piece of work rather than assumed into the base price.

Can you take over an existing Unity project?

Usually, and we start with an audit. We profile the current build on its target device, check the project structure and version, and tell you honestly what is worth keeping before we write anything new.

Who owns the source code and assets?

You do, entirely. The Unity project, source code and every asset we create are yours, handed over in your own repository. No engine lock-in to us and no licence we hold back.

Ready to scope game development?

Thirty minutes, a free first-pass audit, and a straight answer about whether this is the right spend for you right now.