I will develop your complete Unity 2D or 3D mobile game from concept to build
About this gig
I will develop your complete Unity 2D or 3D mobile game from concept to a signed, store-ready build for Android and iOS, handling code, scenes, UI, and polish end to end.
If you have a game idea but no engineering team to ship it, this is the service that turns the concept into a real, playable, installable mobile build. I work in Unity (current LTS) and take ownership of the full production pipeline: gameplay programming, scene setup, UI, input, save systems, audio integration, performance tuning, and the final platform build. You bring the vision, references, and any art you already have. I bring the engineering and the discipline to get it running smoothly on actual phones, not just in the editor.
What you get
- A complete Unity project (2D or 3D, your choice) built around your core gameplay loop, organized into clean scenes, prefabs, and folders you can keep building on.
- Fully implemented gameplay mechanics: player controller, core loop, win/lose conditions, scoring or progression, and the rules that make your idea actually fun to play.
- Mobile-first input: touch controls, swipe/tap/drag gestures, virtual joystick, or tilt as your design needs.
- UI and menus: main menu, HUD, pause, settings, game-over and results screens, wired with Unity UI and responsive to different aspect ratios.
- Save/load and persistence using PlayerPrefs or local serialized save files, so progress, high scores, and unlocks survive app restarts.
- Audio integration: background music and sound effects hooked into events, with volume controls and mute.
- Scene flow and level management: a structured way to load levels, transition between screens, and reset state cleanly.
- Performance pass for mobile: draw-call and texture review, frame-rate targeting, and object pooling where it matters so the game stays smooth on mid-range devices.
- A signed, installable build: Android APK/AAB and/or iOS Xcode project configured for archiving and submission.
- Commented, readable C# source and a short written handoff explaining the project structure and how to extend it.
Plans
| Basic | Standard | Premium | |
|---|---|---|---|
| Game scope | Single-mechanic prototype / hyper-casual loop | Complete small game with progression | Full-featured game with multiple systems |
| Dimensions | 2D or 3D | 2D or 3D | 2D or 3D |
| Levels / content | 1 polished level or endless loop | Up to ~10 levels or a tuned procedural system | Up to ~25 levels or a deep procedural/meta system |
| UI screens | Core HUD + game over | Full menu set + settings | Full menu set + shop/inventory/upgrade screens |
| Save system | High score / best run | Progress + unlocks | Progress + currency + meta progression |
| Audio | SFX hooks (your assets) | Music + SFX integration | Full audio integration + dynamic mixing |
| Platform build | One platform (Android or iOS) | Android + iOS builds | Android + iOS builds, ready for store submission |
| Performance pass | Basic | Standard optimization | Deep optimization + pooling |
| Revisions | 1 round | 2 rounds | 3 rounds |
| Source code | Included | Included | Included + extension guide |
How it works
- Discovery. You share your concept, references, target platform, and any existing assets (art, audio, design docs). We agree on the core loop and a clear, written scope before any code is written.
- Plan and milestones. I break the build into milestones - typically a playable greybox first, then mechanics, then UI, then polish - so you always know what's coming next.
- Greybox / prototype. I build the core gameplay loop with placeholder visuals so we validate that it's fun before investing in polish. You play it early.
- Mechanics and systems. I implement the full feature set: progression, UI, save system, audio, and level content per your chosen plan.
- Art and asset integration. I drop in your final art and audio (or agreed placeholders/store assets), tune feel, and align everything to your aspect ratios.
- Optimization and QA. I profile on device, fix frame drops, test the major flows, and squash the bugs that show up on real hardware.
- Build and handoff. I produce the signed build(s), deliver the full Unity project and source, and walk you through structure and next steps.
Why choose this
I treat your game like a product that has to ship, not a tech demo. That means scope is agreed in writing up front, milestones are visible, and you get a playable build early instead of a black box at the end. The code is organized and commented so you - or any future developer - can keep building without untangling a mess. I test on actual devices because the editor lies about performance, and I'm honest when an idea needs trimming to ship well rather than quietly cutting corners.
Who it's for / use cases
- Founders and solo entrepreneurs with a mobile game concept and no in-house Unity developer.
- Indie creators or artists who have visuals and a vision but need the engineering to make it playable.
- Small studios needing extra hands to take a prototype across the finish line.
- Marketers and brands wanting a branded mini-game or hyper-casual title for a campaign.
- Educators or nonprofits building a simple interactive or educational game for mobile.
- Anyone validating a game idea who needs a real, installable build to test or demo to investors.
FAQ
Q: Do you create the art and music, or do I provide it? I focus on engineering and integration. You can provide your own art and audio, supply licensed store assets, or we agree on placeholders. If you need original art or sound, that's a separate effort and I can advise on sourcing it.
Q: Can you do both 2D and 3D? Yes. I work in both. We'll pick the right approach for your concept, art style, and performance budget during discovery, and the plan you choose covers either.
Q: Will the game run well on lower-end phones? That's a core goal. Each plan includes a performance pass, and the higher tiers add deeper optimization and object pooling. I profile on real devices and target a stable frame rate for mid-range hardware.
Q: Do I get the full source code? Yes, every plan includes the complete Unity project and commented C# source. The Premium plan adds a written extension guide so you or another developer can keep adding features confidently.
Q: Can you publish it to the App Store and Google Play for me? I deliver store-ready signed builds and the configured Xcode/Android project, and I'll guide you through submission. The store accounts, listings, and review process stay under your developer accounts, since publishing requires your own credentials.
Q: What if my idea changes mid-project? Small adjustments fit within the revision rounds for your plan. Larger changes to agreed scope - new mechanics, extra levels, additional platforms - are easy to add as an expanded scope; I'll always tell you before anything affects the timeline.
Q: How do we handle ongoing updates after launch? I can stay on for post-launch fixes and feature additions as a follow-up engagement. Because the project is clean and documented, returning to add content or patch issues is straightforward.
Q: What do you need from me to start? Your concept and any design notes, references for the look and feel you want, your target platform(s), and any assets you already have. The clearer the brief, the faster we lock scope and start building.
Reviews★4.6(9)
- @sophia7★★★★★5
Took my game design doc and turned it into a fully working 3D platformer. Handled the player controller, camera, enemy AI, and even the UI menus. The fact that they delivered both signed builds and the full Unity project source was a huge plus.
- @mintmind★★★★★5
I came in with just a rough idea for a 2D endless runner and walked away with a polished APK ready for the Play Store. The build ran smooth on every test device, and the touch controls felt exactly right. Couldn't be happier.
- @mayae★★★★★5
Concept to finished build with zero headaches. They scoped my 3D racing prototype honestly, told me what was realistic, and delivered a working game with optimized assets that runs at a steady frame rate on mid-range phones. Will absolutely come back for the next one.
- @wavex★★★★★4
Solid Unity 3D work for our puzzle game. The core gameplay loop and the level progression came out great. Took a little longer than the original estimate because of some scope additions on my end, but the final iOS and Android builds were clean and bug-free.
- @noraio★★★★★4
Good experience overall. The 2D match-3 mechanics work well and the build performance is great even on older phones. I had to ask for a couple of revisions on the animations but they were handled without complaint.
- @irisi★★★★★3
The game does work and the final Android build is functional, which is what I paid for. That said, I wish the code had been commented better since I plan to maintain it myself, and a few early menus needed extra back-and-forth to get right. Decent result in the end.
- @nick_labs★★★★★5
Exactly what I needed for my indie tower defense concept. Great responsiveness throughout.
- @lab92★★★★★5
I run a small educational startup and needed a 2D kids' learning game for tablets. They nailed the bright art integration, the level system, and exported a stable build for both stores. Turnaround was faster than I expected and the whole process was stress-free.
- @sam_c★★★★★5
Built our hyper-casual mobile game in about three weeks. Communication was constant, I got daily updates and an APK to test at every milestone.