Mobile games live or die on feel, size and speed on ordinary phones. We build for the devices people actually own, including low-memory Android phones.
How we build
Unity for most projects, Cocos Creator or Flutter with the Flame engine for lighter games, and native Kotlin or Swift when a game needs it. Builds are kept small, start fast and respect battery and data.
Monetisation and release
Rewarded and interstitial ads, in-app purchases and subscriptions, remote configuration for tuning without an update, analytics and crash reporting, and publishing to Google Play and the App Store.