yucod

Mobile games in Unity: from prototype to App Store and Google Play

We build hyper-casual and casual games in Unity. We start with a playable prototype and test it on real players before you commit to full production.

Quote and schedule after your brief

Who it's for

  • Founders releasing a first mobile game
  • Indie developers without a programmer or artist
  • Brands that want a game to promote a product
  • Studios that need a contractor for mechanics, art or builds

Problems we solve

I'm afraid to fund a game nobody will install

We agree on the schedule after clarifying scope and dependencies. We measure cost per install and day-2 retention. You decide on full production based on those numbers.

I can't tell what it will really cost

Package We prepare a quote after your brief. We prepare a quote after reviewing your brief and requirements. Payment is in stages, so you see results before the next payment.

I don't want to be locked in or lose my code

The repository, Apple and Google accounts, signing keys and all files are yours under the agreed terms. You can take the project elsewhere at any time.

The game ships, then nothing: no analytics, no support

We set up event analytics and reports on level completion and churn. An AI agent can answer routine player support requests.

What's included

  • Game design document of 2-5 pages: core loop, levels, economy
  • Unity prototype with the main mechanic
  • Art: UI, characters, backgrounds, store icon and screenshots
  • Sound and music from licensed libraries
  • Ad SDK integration (a ready-made module from an ad network): rewarded and interstitial
  • In-app purchases and progress saving
  • Event analytics with Firebase or GameAnalytics
  • Testing on real Android and iOS devices
  • App Store and Google Play listing, build and submission
  • Handover of code, Unity project and access

Choose the scope

Use a package to describe what you need. We agree on the quote and schedule after reviewing your brief and requirements.

01

Prototype

Anyone who wants to test an idea before big spending

  • Game design document
  • One mechanic and 5-10 levels in simplified art
  • Android build for testing
  • Analytics setup and a test plan with target metrics
Discuss this scope
02

Hyper-casual game

Fast release and ad-based revenue

  • Full art and sound
  • Ad and analytics integration
  • Difficulty and pacing tuning
  • Release on Google Play and the App Store
Discuss this scope
03

Casual game

A game with progression, a shop and longer play sessions

  • Meta game: progression, rewards, daily tasks
  • In-app purchases and economy
  • Backend for saves and events
  • Testing, fixes and post-release support
Discuss this scope

How we work

01

Brief and requirements

You describe the task and current workflow. We clarify requirements, choose a first stage and prepare a quote.

02

Game design

We fix the core loop, levels and the metrics we will judge the prototype by. This is the pilot with a measurable KPI.

03

Prototype and test

We build a playable version and run test ads. We look at cost per install and day-2 retention.

04

Full production

If the numbers work, we build art, sound, ads and purchases. Each stage is paid separately.

05

Release

We prepare store listings, submit the build and handle review feedback from Apple and Google.

06

After launch

We read the analytics, tune balance and fix bugs. We set up automated reports and support.

Scope and limits

  • We don't promise a hit or a set number of downloads: results in the games market depend on many factors
  • We can't guarantee first-time approval from Apple or Google, but we build to their rules
  • These packages don't cover large 3D worlds, real-time multiplayer or real-money gambling games

FAQ

How much does a mobile game cost?

We prepare a quote after reviewing your brief and requirements. A first stage can cover: game design document; One mechanic and 5-10 levels in simplified art. Scope, payment and schedule are agreed before work starts.

What is the difference between hyper-casual and casual?

Hyper-casual games are simple: one tap, short rounds, revenue mostly from ads. Casual games add progression, rewards and purchases. They cost more and take longer, but players stay longer.

What do you need from me?

An idea or references to games you like, Apple and Google developer accounts, and quick answers on design questions. We handle the rest.

Who owns the code and accounts?

We agree on the handover of code, materials and account access before work starts. Third-party licences and services are listed separately when needed.

Will you help find a publisher or players?

We can prepare the prototype and metrics for a publisher conversation, but we can't guarantee a deal. For player acquisition, we can run ads and set up analytics.

Can I order only part of the work?

Yes. We can do just the prototype, art, ad and analytics integration, or build and publishing. We agree scope and price separately.

Start with your task

Describe your business, the outcome you need and your current workflow. We will clarify the requirements and prepare a quote after your brief.

Start a project brief