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Ocean View Games
Ocean View
Games
Game Development for Publishers

Game Development for Publishers

A senior Unity studio for publishers who need pitch-ready prototypes, work-for-hire production capacity, or embedded co-development teams. Direct senior engineers, no junior layer.

Publishers buy from studios like ours for three reasons: a vertical slice they can put in front of a greenlight committee in 6 to 8 weeks, work-for-hire production they don't want to staff internally, or an embedded co-dev team that scales an existing internal project. We can quote on any of the three. The decision-maker on our side is the engineer, not a producer.

Three buying patterns, one studio that fits all three

Most publishers we speak to walk in with one of three problems: a pitch deadline that needs a vertical slice, a project on the slate they don't want to staff internally, or an internal team that needs senior Unity capacity for the next milestone. The shape of the engagement is different in each case, but the engineering bar is the same. Whichever path applies, you speak to David personally throughout: Director and Principal Unity Engineer, 12 years on Unity, Mobile Team Lead on RuneScape Mobile at Jagex (2017 to 2019), Unity Certified Expert. Adam Kaye, Lead Unity Engineer (14 years, gameplay and AI specialist), leads design-led work. There is no junior layer between the publisher and the engineering, and no producer reading from a sales script. Standard mutual NDA at no cost before any technical conversation. IP transfers on payment. Cash terms only.

Genres and platforms we cover

We are Unity-only and proud of it. Within Unity, we cover the platforms and genres that fit our team's track record:

  • Mobile (iOS, Android): David's RuneScape Mobile pedigree at Jagex (2017 to 2019), plus shipped commercial mobile titles including Pocket Factory, Nova Blast, and Word Fun World.
  • PC (Steam, Epic Games Store, browser/WebGL): live multiplayer (Domi Online) and modernised re-release work (When Ski Lifts Go Wrong, Unity 2018 to Unity 6 LTS for Hugecalf Studios).
  • Cross-platform 2D and 3D: builds shared across mobile, PC, and web from a single Unity codebase.
  • Educational and serious games: team prior experience includes work for Cambridge University Press, the Museum of London, and the EU Horizon 2020 iRead programme during earlier roles at Fish in a Bottle. At OVG we have shipped Vocab Builder for The Language Conservancy.
  • Hypercasual and casual mobile: What's That and Pocket Factory, with a proprietary Unity framework that compresses prototype time.

Genres we don't take: NSFW, real-money or social-casino-adjacent gambling. Other ethical or fit concerns we'll raise before signing rather than after.

Publisher-relevant track record

Direct OVG work plus earlier roles where the team shipped to publisher-level standards. Cambridge, Museum of London, and EU Horizon 2020 iRead were delivered through team prior employment at Fish in a Bottle, not as OVG client engagements.

Jagex

RuneScape Mobile (David, 2017 to 2019)

Cambridge University Press

Word Fun World, team prior work at Fish in a Bottle

Museum of London

Fire of London, team prior work at Fish in a Bottle

EU Horizon 2020 iRead

Navigo, team prior work at Fish in a Bottle

Hugecalf Studios

When Ski Lifts Go Wrong, Unity 2018 to Unity 6 modernisation and mobile/EGS port

Three ways we work with publishers

Pick the engagement that matches the problem you're solving. Each one is a different commercial shape: fixed milestones, work-for-hire, or day rates.

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Pitch prototypes and vertical slices

  • 6 to 8 week typical turnaround.
  • Built to survive a greenlight committee, not just a demo reel.
  • Documented for handover to your internal team if greenlit.
  • Proprietary Unity framework cuts prototype time roughly in half. See our rapid prototyping service.
  • Indicative budget: ยฃ20,000 to ยฃ60,000.

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Work-for-hire production

  • Full-cycle Unity development under publisher direction.
  • Mobile, PC, WebGL, console (Switch, PS5, Xbox via partners).
  • Senior engineering, contractor bench for art and additional dev capacity.
  • Standard NDA, IP transfers on payment, milestone-based billing.
  • Indicative budget: ยฃ80,000 to ยฃ500,000.

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Co-development and team augmentation

  • Embedded into your existing studio team.
  • Day rates: ยฃ500/day per developer, ยฃ900/day for two.
  • Typical engagements 2 to 6 months, can scale up or down.
  • Senior-only embeds, no junior pass-through. See our co-development service.

Why publishers work with us

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Direct senior access

You speak to David (Director and Principal Unity Engineer, 12 years Unity, ex-Jagex Mobile Team Lead on RuneScape Mobile, Unity Certified Expert) throughout the engagement. The diagnostic, the scoping, and the lead engineering are the same person.

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Pitch-grade polish

Our deliverables go in front of decision-makers. Presentation matches the engineering: clean builds on target devices, written documentation, and a vertical slice that demonstrates the production foundation rather than a throwaway demo.

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NDA-friendly

Standard mutual NDA at no cost before any technical conversation. We sign your template where reasonable; if you don't have one, we send ours. UK-registered (Company No. 13011771), UK IP law.

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Honest scoping

If the timeline or budget can't deliver the pitch, we'll say so before signing. We'd rather lose the deal than ship a bad outcome on a project we already think is the wrong shape.

Tell us which of the three engagement shapes fits, send the brief or the IP, and we'll come back within a few days with a fixed-scope quote. Standard mutual NDA at no cost before any technical conversation.

Talk to David

Already an established studio with a development team and need embedded capacity? See our game studios industry page.

Want to understand the prototype framework in detail? See our rapid prototyping service.

Co-development engagement specifics, day rates, IP terms, and embed shapes are on the co-development and staff augmentation service page.