# Ocean View Games -- Full Content > London-based Unity development studio. Co-development, mobile porting, educational games, legacy modernisation, and rapid prototyping. Founded 2020. Director David Edgecombe is a Unity Certified Expert and former Technical Developer on RuneScape Mobile. This file inlines every page listed in [llms.txt](https://oceanviewgames.co.uk/llms.txt) in the order it appears there. Each page begins with an H2 heading and its canonical URL. Generated by `scripts/generate-llms-full.ts`. # Table of Contents ## Services - [Unity Game Development](https://oceanviewgames.co.uk/services/gamedevelopment): Full-cycle Unity development from prototype to launch - [Co-Development & Staff Augmentation](https://oceanviewgames.co.uk/services/codevelopment): Embedding senior Unity engineers into existing studio teams - [Mobile Porting & Performance Optimisation](https://oceanviewgames.co.uk/services/performanceoptimization): Deep profiling, thermal fixes, crash resolution - [Educational Games](https://oceanviewgames.co.uk/services/educationalgames): Curriculum-aligned games for institutions - [Legacy Modernisation](https://oceanviewgames.co.uk/services/legacy-modernisation): Flash to HTML5, Unity version upgrades - [Rapid Prototyping](https://oceanviewgames.co.uk/services/rapid-prototyping): Validated playable builds in tight timeframes - [2D Game Development](https://oceanviewgames.co.uk/services/2d-game-development): 2D Unity work for indie and educational clients ## Case Studies - [Domi Online: 1,000+ Concurrent Unity MMORPG](https://oceanviewgames.co.uk/case-studies/domi-online-unity-mmo) - [Fire of London: Flash-to-Unity Educational Game Recovery](https://oceanviewgames.co.uk/case-studies/educational-game-modernization-fire-of-london) - [Mobile Game Porting & UI Optimisation](https://oceanviewgames.co.uk/case-studies/mobile-game-porting-ui-optimization) - [Nub: Java-to-Unity Platform Migration](https://oceanviewgames.co.uk/case-studies/nub-java-to-unity-platform-migration) - [Navigo: Multi-language Educational Game](https://oceanviewgames.co.uk/case-studies/navigo-multilanguage-educational-game) ## Resources - [Game Development Cost Estimator](https://oceanviewgames.co.uk/resources/game-development-cost-estimator) - [Unity Migration Checker](https://oceanviewgames.co.uk/resources/unity-migration-checker) - [Game Development Brief Builder](https://oceanviewgames.co.uk/resources/game-development-brief-builder) - [Game Engine Comparison](https://oceanviewgames.co.uk/resources/game-engine-comparison) - [Porting Feasibility Checker](https://oceanviewgames.co.uk/resources/porting-feasibility-checker) - [Technical Debt Calculator](https://oceanviewgames.co.uk/resources/technical-debt-calculator) - [Game Development Glossary](https://oceanviewgames.co.uk/resources/game-development-glossary) ## About - [How We Work](https://oceanviewgames.co.uk/how-we-work) - [Team](https://oceanviewgames.co.uk/team) - [Unity Game Development](https://oceanviewgames.co.uk/technologies/unity) - [Frequently Asked Questions](https://oceanviewgames.co.uk/resources/faq) ## Optional - [Blog](https://oceanviewgames.co.uk/blog): Technical articles on Unity development, mobile porting, and game engineering - [All Projects](https://oceanviewgames.co.uk/projects): Complete portfolio of shipped Unity titles # Pages # Services ## Unity Game Development Canonical URL: https://oceanviewgames.co.uk/services/gamedevelopment *Experienced Unity engineering for games and interactive projects. Whether you’re starting with a concept, an existing prototype or a wider creative team, we can take responsibility for the technical work needed to move the project forward.* ### Build with an Engineering-Led Unity Team Ocean View Games is an engineering-led [Unity](/technologies/unity) studio. Some clients come to us with a concept and need a team to turn it into a working product. Others already have design, art, content or internal stakeholders in place and need experienced engineers to own the technical delivery. We shape the engagement around what already exists. That might mean taking a project from prototype through launch, owning the Unity development alongside your creative team, or bringing in trusted specialists when the scope requires additional capacity or disciplines. ### Why Choose Us - **Engineering-Led.** Experienced engineers stay involved in the technical decisions instead of important details being passed through layers of account management. - **Senior Core, Flexible Team.** The core team stays small and technically focused, while trusted specialists can be brought in when the project needs additional skills or capacity. - **Built Around the Project.** We don’t force every client through the same production model. The team, architecture and delivery approach are shaped around the project’s actual requirements. ### What We Can Take Responsibility For - **Discovery & Technical Planning.** Turn the idea into a buildable plan. We help define scope, technical risks, architecture, platforms and practical development milestones before committing heavily to production. - **Prototypes & Vertical Slices.** Validate core mechanics and technical assumptions early with playable prototypes that answer important questions before full production begins. - **Gameplay & Systems Engineering.** Build the systems that make the project work: gameplay, UI integration, progression, content systems, persistence, tools and other project-specific engineering. - **Technical Architecture.** Create maintainable foundations for projects expected to grow, evolve or support substantial amounts of content over time. - **Performance, Testing & Polish.** Profile real builds, solve performance problems and work through the technical issues needed to make the project stable and ready for its target hardware. - **Launch & Ongoing Support.** Support deployment, launch preparation, updates and continued engineering after the initial release where the project requires it. ### Tech Stack Unity, C#, Blender, GitHub, Jira ### How a Project Works Every project is different, but the shape of an engagement is usually the same. #### 1. Understand the Project We start with the goals, audience, constraints, existing work and technical requirements. The aim is to understand what actually needs to be built before committing to a delivery plan. #### 2. Prove the Foundations Where useful, we prototype risky mechanics or technical assumptions early and establish the architecture the rest of the project will depend on. #### 3. Build & Review Development is broken into practical milestones with regular builds and feedback. You can see the project taking shape rather than waiting until the end to find out whether expectations matched. #### 4. Deliver & Support We prepare the project for its target platforms, resolve launch issues and can continue supporting development after release where ongoing engineering is useful. ### A Senior Core, Scaled Around the Project We keep our permanent team small and technically focused. David and Adam stay close to the engineering work and retain responsibility for the technical direction of the project. When an engagement needs more capacity or specialist disciplines, we can expand the delivery team through trusted contractors and specialists we’ve already worked with on real projects. Depending on the project, that can include additional engineering, backend, art, UI/UX, audio and QA support. [Meet the team](/team). ### Who We Work With We work with [game companies](/industries/game-studios), [publishers](/industries/publishers), funded teams, [educational organisations](/services/educationalgames) and other groups building interactive products. Some clients need us to own most of the technical development. Others already have designers, artists, writers or internal teams and need us to provide the engineering foundation around them. The common factor isn’t a particular genre or type of organisation. It’s a project that benefits from experienced technical ownership. ### Experienced Unity Engineering Our core team has worked professionally in game development since 2014 and 2012 respectively, with experience spanning commercial games, educational projects, mobile development and technically demanding legacy work. David previously worked at Jagex on [RuneScape Mobile](/projects/runescape), while both David and Adam previously worked at fish in a bottle before building Ocean View Games. David holds Unity Certified Expert Programmer credentials. ### Ready to Move Your Project Forward? Tell us what you’re building, what already exists and where you need technical ownership or development support. --- ## Co-Development & Staff Augmentation Canonical URL: https://oceanviewgames.co.uk/services/codevelopment *Embed senior Unity engineers led by an ex-Jagex developer directly into your team. We plug into your Jira, Slack, and sprint cycle.* ### Scale Your Unity Team. On Demand. Game development schedules are volatile. When deadlines loom or technical debt piles up, hiring full-time staff takes too long, and freelancers are a gamble. That is why studios across the UK and Europe outsource to a trusted co-development partner instead. Our team is based in [London](/london-game-development), so we are available for on-site collaboration when a project calls for it. We deliver [embedded remote development](/game-development-outsourcing) as standard, with full European working-day overlap and 4 to 5 hours of overlap for US East Coast teams. We provide **embedded Unity engineering teams** that integrate directly into your studio's workflow. Our lead is an ex-Jagex developer with experience working on massive, complex codebases such as [RuneScape](/projects/runescape). We don't just "take tickets" - we adopt your coding standards, join your Slack, and deliver production-ready code from Day 1. There is no junior layer between you and the engineers building your project: see [why we compare favourably to freelancers, offshore, and in-house hires](/why-ovg). Whether it's building an [MMO from the ground up](/case-studies/domi-online-unity-mmo) or [modernising a legacy SDK](/case-studies/nova-blast-sdk-modernisation-porting), our work ships under your brand with full white-label confidentiality. Weighing this against in-house hiring, freelancers, or offshore? See [Why OVG](/why-ovg) for the alternative-by-alternative comparison. Exploring outsourcing options? See our [game development outsourcing](/game-development-outsourcing) guide. ### Why Choose Us - **Zero Ramp-Up Time.** We are senior engineers, not juniors. We know how to navigate large, undocumented codebases and complex version control (Git/PlasticSCM) environments immediately. - **White-Label Integration.** We work under your brand with full confidentiality. Our code matches your style guide, we sign strict NDAs, and all deliverables are owned by you from day one. As far as your players, publishers, and investors are concerned, the work was done entirely in-house. - **AAA Pedigree.** Our team brings experience from major studios like Jagex. We understand the rigour required for MMORPGs and high-DAU live-service games. We don’t break the build. ### Our Co-Development Models - **Embedded Team Extension.** We assign dedicated Senior Unity Developers to your project. They join your daily stand-ups, work in your Jira, and push to your repo - acting exactly like internal employees, but without the recruitment overhead. - **Feature Ownership.** Hand off a specific, contained module to us. Whether it’s a Multiplayer Networking system, an Inventory UI overhaul, or a Console Port, we build it autonomously and merge it back into your main branch. - **LiveOps & Technical Debt Support.** While your core team focuses on the “Next Big Thing,” we handle the maintenance of your live game. We squash bugs, implement SDK updates, and refactor legacy “spaghetti code” to keep the game stable. See our dedicated [LiveOps service](/services/liveops) for details. - **Transparent Pricing.** We offer monthly retainers or fixed-scope agreements with no hidden fees. You know exactly what you are paying for before the first sprint begins. Use our [cost estimator](/resources/game-development-cost-estimator) to get a ballpark figure. ### Tech Stack Slack, Microsoft Teams, Jira, GitHub, GitLab, Perforce, Plastic SCM ### Our Integration Workflow We treat co-development as a partnership, not a transaction. Here is how we integrate into your pipeline: #### 1. Onboarding & Access We sign the NDA/MSA and get set up in your environment. We configure access to your Version Control (Git/Perforce), Project Management (Jira/Trello), and Communication channels (Slack/Discord/Teams). - **NDA & MSA Signing:** Legal agreements executed before any code or documentation is shared. - **Environment Setup:** Access configured for your Version Control (Git/Perforce), Project Management (Jira/Trello), and Communication channels (Slack/Discord/Teams). - **Toolchain Onboarding:** Our developers install your build tools, SDKs, and custom editor extensions on Day 1. #### 2. Architecture Review Before writing code, we review your existing architecture and coding standards. We ensure our contributions match your project’s structure (e.g., Zenject or custom frameworks). - **Codebase Audit:** We study your project structure, naming conventions, and dependency graph. - **Standards Alignment:** Our code matches your style guide, whether you use Zenject or a custom framework. - **Knowledge Transfer:** We document any tribal knowledge gaps so nothing is lost in translation. #### 3. Agile Execution We work in your sprint cycles (typically 2 weeks). You treat us like your own devs - assigning tickets, reviewing PRs (Pull Requests), and providing feedback during retrospectives. - **Sprint Integration:** We join your existing sprint cycles, typically 2-week cadences. - **Ticket Ownership:** You assign tickets and review our PRs exactly as you would with internal developers. - **Retrospective Feedback:** We participate in retros and continuously improve our integration. #### 4. Documentation & Handover We don’t leave black boxes. All our code is fully commented and documented. If our contract ends, your internal team can pick up exactly where we left off without confusion. - **Inline Documentation:** All code is fully commented with clear explanations of design decisions. - **Technical Handover:** Comprehensive documentation ensures your team can continue without confusion. - **Zero Lock-In:** When our engagement ends, your internal team picks up exactly where we left off. ### Co-Development Models "Co-development" means different things to different people. Some studios need an extra pair of hands on their existing team. Others need a specialist workstream handled end to end. Others have a project in trouble that needs rescuing. We offer all four models, and we are honest about which one fits your situation. #### Embedded Team Extension OVG developers integrate directly into your team, using your tools, processes, and communication channels. Daily standups, shared Jira or Trello boards, access to your repositories. It feels like hiring, but without the recruitment timeline, onboarding overhead, or employment commitments. You assign tickets and review pull requests exactly as you would with internal staff. Best for studios that need to scale up quickly for a production phase and scale back down afterwards. No long-term commitment required. #### Workstream Ownership OVG owns a defined workstream end to end. Examples: multiplayer networking, mobile porting, [performance optimisation](/services/performanceoptimization), or UI overhaul. Clear deliverables, milestones, and handover points. Your team focuses on core gameplay while we handle the specialist work. Best for studios that need specific expertise they do not have in-house. You define the outcome; we deliver it. #### Full Project Delivery OVG delivers a complete project from brief to launch. Regular milestone builds and client review cycles. We manage the production pipeline, QA, and platform submission. You maintain creative oversight without managing the day-to-day development. Best for [publishers](/industries/publishers), IP holders, or businesses that need a game built but do not have an internal development team. Our [Game Development service](/services/gamedevelopment) covers full project delivery in detail. #### Rescue and Recovery Taking over a project that has stalled, gone over budget, or lost its original development team. We start with a technical audit to assess the state of the codebase and identify the fastest path to a shippable state. Realistic re-scoping follows: what can be delivered within the remaining budget and timeline, and what needs to be cut. Best for studios or publishers with a project in trouble that needs experienced hands to get it back on track. This is a focused offering with its own page: see [Unity Project Rescue and Takeover](/services/project-rescue) for the fixed-price diagnostic and rescue process. For projects that also need engine or platform migration, see our [Legacy Modernisation service](/services/legacy-modernisation). ### Why Co-Development Over Hiring or Freelancing If you are reading this page, you are likely evaluating several options for getting development help. Hiring full-time, bringing in freelancers, and offshore outsourcing are all legitimate approaches. Here is an honest comparison of where co-development with a UK studio fits, and where it does not. #### vs Hiring Full-Time Hiring a senior Unity developer takes 2 to 4 months. OVG can start within weeks. There is no employment overhead: pension, benefits, equipment, office space, or management time. You scale up and down with project phases rather than carrying a fixed team through quiet periods. And you get access to a team with diverse specialisms rather than a single hire's skill set. The trade-off is that full-time hires build deeper institutional knowledge over years. If you need someone permanently embedded in your codebase for the long term, hiring may be the right call. Co-development is better when you need to move fast, need specialist skills for a defined period, or cannot justify a permanent headcount. #### vs Freelancers OVG is a studio, not an individual. If someone is unavailable, the project does not stop. A studio has a reputation, a portfolio, and a commercial relationship that creates accountability beyond a personal freelancer relationship. A single freelancer covers one discipline; OVG covers engineering, design, art direction, QA, and deployment. IP protection is handled through formal contracts, NDAs, and IP assignment as standard. The trade-off is cost. A senior freelancer is typically cheaper per hour than a studio. But if you factor in project management overhead, the risk of freelancer availability issues, and the breadth of skills you may need, the total cost comparison is closer than the hourly rate suggests. We break this down in our [Co-Dev vs Freelancers vs Hiring blog post](/blog/posts/co-development-vs-freelancers-vs-hiring). #### vs Offshore Outsourcing Same timezone (UK-based, GMT/BST). No 8-hour communication lag. Native English communication with no translation overhead or misunderstanding risk on design and creative briefs. Cultural alignment with UK, European, and US clients, including understanding of Western market expectations, platform norms, and player behaviour. The trade-off is that offshore studios typically offer lower hourly rates. But lower total cost is not the same as lower hourly cost. Fewer communication cycles, less rework, and faster decision-making often mean that a UK-based co-dev partner delivers for a comparable or lower total project cost despite the higher day rate. We break down the true cost comparison in our [True Cost of Outsourcing blog post](/blog/posts/true-cost-game-development-outsourcing). ### What We Bring to a Co-Dev Engagement Why OVG specifically, not just any co-development studio? These are the technical capabilities and experience we bring to the table. #### Unity Specialists 10+ years of Unity development across mobile, PC and WebGL. Deep experience with Unity 6, Addressables, Shader Graph, and the new Input System. [C#](/technologies/csharp) as primary language with advanced patterns including async/await, Source Generators, and Span-based optimisation. #### Multiplayer and Networking [FishNet](/technologies/fishnet) experience for server-authoritative architecture, cheat prevention, and competitive integrity. Scaling from small lobbies to MMO-scale: [Domi Online](/projects/domi) demonstrates our ability to build and maintain networking for 1,000+ concurrent users. #### Mobile and Cross-Platform iOS, Android, WebGL, PC, and console development from a single Unity codebase. Platform-specific optimisation and certification compliance. Our [Mobile Development](/services/mobile) and [Game Porting](/services/game-porting) services are frequently delivered as workstreams within larger co-development engagements. #### Performance and Optimisation GPU instancing, draw call batching, memory profiling, and shader optimisation. Mobile-specific expertise including thermal management, battery optimisation, and minimum-spec device targeting. Our [Performance Optimisation service](/services/performanceoptimization) is often part of a co-dev engagement, whether as a dedicated workstream or as part of the quality standard we apply to all code we write. ### How a Co-Dev Engagement Works If you have not worked with an external development studio before, the process can feel uncertain. Here is exactly what happens from first contact to handover. #### Step 1: Scoping Call Understanding your project, team structure, and what you need help with. We identify the right engagement model (embedded, workstream, full delivery, or rescue) and discuss timeline and budget expectations. No commitment required at this stage. Prepare for this conversation with our free [Brief Builder](/resources/game-development-brief-builder). It helps you capture your requirements in a structured format that makes the scoping call more productive. #### Step 2: Technical Assessment Reviewing your codebase (if applicable) to assess architecture, code quality, and integration points. Identifying technical risks and dependencies. Estimating effort based on the actual state of the project, not assumptions. For rescue projects, this step is critical: it determines what is salvageable and what needs replacing. #### Step 3: Proposal and Onboarding Detailed proposal with scope, milestones, timeline, and pricing. Onboarding to your tools and processes, or setup of shared tools if you do not have them. NDA and IP assignment agreements are signed before any code is exchanged. Get a ballpark cost estimate with our [Cost Estimator](/resources/game-development-cost-estimator) before the scoping call. #### Step 4: Delivery Regular milestone builds, sprint reviews, or daily standups depending on the engagement model. Transparent progress tracking via shared project management tools. Direct communication with the developers doing the work, not just an account manager. You have the same visibility and control as you would with internal team members. #### Step 5: Handover Clean code with documentation. Knowledge transfer sessions with your team covering architecture decisions, build pipeline, and areas requiring ongoing attention. Build pipeline and deployment documentation delivered as standard. A post-handover support period for questions and minor fixes ensures a smooth transition back to your internal team. ### Co-Development Portfolio Every project in our portfolio was delivered through one of the co-development models described above. Here are specific examples that demonstrate how we work as a partner studio. #### Domi Online: Long-Running Embedded Partnership [Domi Online](/projects/domi) is a live MMORPG where OVG has served as the embedded development partner for an extended engagement. We provide multiplayer engineering, server architecture, Unity version migrations, and [performance optimisation](/services/performanceoptimization) for a game with 1,000+ concurrent users. This is the embedded team extension model at its most involved: we operate as the core engineering team while the client focuses on game direction and community management. #### Empires Rise: Full Project Delivery [Empires Rise](/projects/empiresrise) is a 4X strategy game delivered from concept through to mobile launch. OVG managed the entire development pipeline: game design, engineering, art direction, testing, and store submission. This is the full project delivery model: the client defined the vision and reviewed milestone builds, while OVG handled production. #### Jagex and fish in a bottle: Large Team Experience Our team spent years working as part of large, multi-discipline teams: David at Jagex on RuneScape Mobile (2017 to 2019) and Adam at Fish in a Bottle on educational projects for Cambridge University Press, the Museum of London, and the BBC. That experience, working within established codebases, adapting to existing team cultures, and delivering under live-service pressure, is what informs our co-development approach. We have been on the other side of the table, and we know what good integration looks like. Read more about the challenges of working on an established codebase: [5 Signs You Need a Co-Development Partner](/blog/posts/signs-you-need-co-development-partner). ### Need Experienced Unity Engineers Alongside Your Team? Tell us about your existing team, codebase and the engineering capacity or specialist expertise you need to add. --- ## Performance Optimisation Services Canonical URL: https://oceanviewgames.co.uk/services/performanceoptimization *Deep profiling to fix lag, thermals, and crashes. The same discipline David applied on RuneScape Mobile, brought to your project.* ### Technical Performance Engineering Laggy frame rates, overheating phones, and memory crashes lose players. We **systematically profile and optimise** your game to hit stable performance targets on every device you ship to. Our director brings AAA optimisation experience from his Technical Developer role on [RuneScape Mobile](/projects/runescape) at Jagex. He worked on the challenge of running a full MMORPG on mobile hardware, and we apply that same rigour to every project: deep CPU/GPU profiling, memory audits, shader tuning, and platform-specific passes using Unity’s Profiler, Frame Debugger, and Addressables system. For projects where performance problems are specifically mobile (thermal throttling, battery drain, Android fragmentation), see our [mobile game development service](/services/mobile), which bundles profiling with touch UX, tier-based adaptive quality, and store submission work. We have open-sourced a collection of the performance monitoring tools we use on client projects. Explore our [Unity Mobile Performance Architecture](https://github.com/Ocean-View-Games/unity-mobile-performance-architecture) toolkit on GitHub. ### Why Choose Us - **Deep Profiling Expertise.** We use Unity’s Profiler, Frame Debugger, and Memory Profiler to pinpoint exact bottlenecks - whether CPU-bound, GPU-bound, or memory-limited - before touching a line of code. - **AAA Optimisation Pedigree.** David worked on optimising RuneScape for mobile hardware at Jagex. We apply the same mass-scale performance standards to your project, regardless of size. - **Mobile-First Tuning.** Mobile devices have strict thermal and memory limits. We focus on preventing crashes on low-end devices, managing thermal throttling, and extending battery life during play sessions. ### Our Optimisation Services - **CPU & GPU Profiling.** Systematic identification of rendering bottlenecks, excessive draw calls, overdraw, and CPU-heavy scripts using Unity’s deep profiling tools. - **Memory & GC Optimisation.** Eliminating garbage collection spikes, reducing memory allocations, and implementing object pooling to prevent stuttering and crashes on constrained devices. - **Shader & Render Pipeline Tuning.** Optimising URP/HDRP pipelines, simplifying shaders, reducing overdraw, and implementing LOD systems for maximum visual quality at minimum GPU cost. - **Battery & Thermal Management.** Profiling thermal footprint, implementing adaptive frame rates, and reducing expensive operations to keep devices cool during long play sessions. - **Ongoing Performance Monitoring.** Integration of performance dashboards and automated regression tests to ensure optimisation gains are maintained as your game continues development. ### Tech Stack Unity Profiler, Xcode ### Our Optimisation Methodology Performance optimisation isn’t about guessing; it’s about measurement. We follow a data-driven “profile-analyse-fix” loop to surgically remove bottlenecks without downgrading your game’s visual quality. #### 1. Deep Profiling on Real Hardware Profiling in the Unity Editor gives false results. We attach debugging tools to actual devices (low-end Androids, older iPhones) to capture the real performance data. - **Baseline Benchmarking:** Establishing the current average FPS, thermal throttle rate, and memory footprint. - **Hardware Profiling:** Using tools like Xcode Instruments and Snapdragon Profiler to see exactly how the hardware handles your game. - **Stress Testing:** Pushing the game to its limits to trigger crashes and Out of Memory (OOM) errors so we can catch them. #### 2. Root Cause Analysis Once we have the data, we diagnose the specific type of bottleneck. Is your game CPU-bound (too many scripts) or GPU-bound (too many pixels)? - **Bottleneck Isolation:** Determining if the lag is caused by physics, rendering, or script execution. - **Memory Audits:** Identifying “Garbage Collection” (GC) spikes and memory leaks that cause the game to stutter every few seconds. - **Draw Call Analysis:** Checking if the GPU is being choked by too many individual materials or unbatched geometry. #### 3. Surgical Optimisation We apply targeted fixes to the “Hot Path” - the specific code or assets causing 90% of the slowdown. - **Code Refactoring:** Rewriting expensive loops, caching component lookups, and implementing Object Pooling to stop memory allocation spikes. - **Asset Optimisation:** Compressing textures, baking lighting, and simplifying shaders to reduce the load on the GPU. - **Architecture Changes:** Refactoring monolithic systems into modular, decoupled components for projects that have outgrown their original architecture. #### 4. Validation & Regression Fixing performance shouldn’t break gameplay. We verify every change to ensure stability. - **A/B Performance Testing:** Comparing the “Before” and “After” builds to quantify the FPS gain. - **Visual Regression:** Ensuring that texture compression or LOD (Level of Detail) changes haven’t ruined the art style. - **Long-Play Testing:** Running the game for hours to ensure thermal throttling and battery drain are resolved. ### Is Performance Holding Your Game Back? Tell us the platforms you’re targeting and what you’re seeing: frame rate, memory, crashes, thermals, loading or another performance problem. --- ## Educational Game Development Canonical URL: https://oceanviewgames.co.uk/services/educationalgames *Games and interactive experiences for organisations with something to teach. We build new educational games, turn existing learning material into something playable, and modernise educational products that have outgrown their original technology.* ### Serious Games and Gamified Learning Experiences Ocean View Games is an engineering-led studio with a long history of educational and serious game work, both here and through our team’s earlier roles at fish in a bottle. We build for educational publishers, universities, charities and NGOs, museums and cultural organisations, research projects, training providers, and companies with educational or behaviour-change objectives. You do not need to arrive with a finished game design. Clients come to us with a learning objective, an existing curriculum, a body of research, a funded project, a set of stories, or an existing game that is not working as well as it should. Working out what the game itself should be is often part of the job, and the build that follows uses the same [Unity engineering](/services/gamedevelopment) we bring to commercial titles. Our open-source [Educational Gamification Systems](https://github.com/Ocean-View-Games/educational-gamification-systems-unity) toolkit on GitHub shows how we approach curriculum-aligned development in Unity, including learning outcome tracking and adaptive difficulty. [Tell Us About Your Project](/#contact)[Read an Educational Case Study](/case-studies/educational-game-development-edtech) ### Why Choose Us - **Unity Certified Expert.** David holds Unity Certified Expert Programmer credentials, and the same engineers stay involved in the technical decisions throughout a project. - **Games First.** We come from the games industry rather than the e-learning industry. The same team builds commercial mobile and multiplayer titles, and that engineering is what educational projects get. - **Recognised Educational Work.** Navigo, built for the EU Horizon 2020 iRead project, won a Serious Games Society award in the Digital Game Competition. Adam led that project at fish in a bottle. ### What Do You Need? - **Build a New Educational Game.** You have a subject, a learning objective, a body of content or an idea, and need the game designed and built around it. We can take on concept work, gameplay and technical design, prototyping, production and release. - **Turn Existing Content Into a Game.** You already have curriculum, research, stories, artwork or subject expertise. We design the gameplay and build the systems and technical structure around the material you hold. - **Improve an Existing Product.** An educational game or interactive that needs new platforms, a move off legacy technology, accessibility or performance work, localisation, extra content, or ongoing development. ### Tech Stack Unity, WebGL, Chromebook, Android, iOS ### How an Educational Project Runs Every project is different, and a modernisation starts from a very different place to a new build, but most educational engagements move through the same four stages. #### 1. Understand What Needs to Be Learned Before anything is designed, we work with you and your subject-matter experts to establish what the game is for and who it is for. - **Learning Objectives:** What a learner should be able to do afterwards, in terms specific enough to design against. - **Curriculum and Standards:** Where the content has to align with something formal, such as UK Key Stages, Common Core or a university module. - **Audience and Context:** Age, reading level, session length, and whether this is used in a classroom, at home, in a venue or at a desk. #### 2. Prove the Difficult Parts Educational designs are easy to get wrong on paper. We build the uncertain parts early and put them in front of people. - **Prototypes:** Rough playable builds that test whether the mechanic teaches what it is meant to teach. - **Review With Educators:** Check-ins with your teachers, researchers or subject experts so the content stays accurate. - **Testing With Learners:** Sessions with the real audience to find confusion, boredom or difficulty spikes while they are still cheap to fix. #### 3. Build and Review Development runs in practical milestones with regular playable builds, so you can see the game taking shape rather than waiting until the end. - **Iterative Refinement:** Tuning difficulty and pacing so learners stay challenged without being lost. - **Target Hardware:** Testing on the devices the game will actually run on, including modest school hardware where relevant. - **Accessibility in Build:** Building towards the project's accessibility requirements as work progresses, not retrofitting them at the end. #### 4. Deliver, Integrate and Support A game nobody can deploy is not finished. We handle the technical side of getting it into the environment it has to live in. - **Platform and LMS Integration:** Store submission, browser deployment, or LMS and reporting integration scoped to the institution's target systems where required. - **Reporting Views:** Where teachers or administrators need visibility, straightforward views of progress and completion. - **Ongoing Development:** Continued engineering after launch where the project benefits from new content, new languages or new platforms. ### Building a New Educational Game For clients who have a subject, a learning objective, a body of content or an idea, and need the game designed and built around it. How much of this we take on depends on the project and on who else is involved. Some clients want us to own the whole thing; others already have educators, writers, illustrators or researchers in place and need the game design and engineering around them. Where a project needs disciplines we do not hold permanently, such as art, audio or specialist pedagogical input, we bring in trusted specialists or work with yours. #### Concept and Learning Objectives Establish what the game is actually for: who is learning, what they should be able to do afterwards, where and how it will be used, and what would count as success. This is where a loose idea becomes something buildable. #### Gameplay Design Work out the mechanics, the core loop, the progression and the shape of the content, so the learning objective is served by the way the game plays rather than sitting alongside it. #### Technical Design and Planning Define platforms, target devices, architecture, content pipelines, any integration or reporting requirements, and the technical risks worth answering early. #### Prototyping Build the parts that carry the most uncertainty first. For educational projects that often means putting a rough version in front of real learners to see whether the mechanic teaches what it is supposed to teach. #### Production Develop the gameplay, UI, content systems, progression, persistence and any tooling the project needs, in reviewable milestones with regular playable builds. #### Release and Beyond Prepare builds for the target platforms, work through store, browser or institutional deployment requirements, and continue development afterwards where the project calls for it. ### Turning Existing Content Into Something Interactive A lot of educational work starts with material that already exists: a curriculum, a research database, a set of stories, subject-matter expertise held by your team, artwork, or the findings of a funded programme. The question is not what to teach, but what the game should be. This is where we do some of our most useful work. You hold the subject knowledge; we design the gameplay and build the systems and technical structure around it, then keep checking the result back against what the material is meant to achieve. [Vocab Builder](/projects/stoneyvocabbuilder) for The Language Conservancy began as an extensive database of vocabulary research for endangered indigenous languages, and became nine mini-games in a single app, built so new languages could be added over time. [Navigo](/projects/navigo), delivered for the EU Horizon 2020 iRead consortium during our team’s time at fish in a bottle, turned pedagogical research from more than a dozen European institutions into 15 mini-games across four languages. ### Improving or Modernising an Existing Educational Product Plenty of educational software is still doing its job pedagogically while the technology underneath it has aged out. Walking away from that investment is rarely the right answer. We work on existing educational games and interactives that need new platforms, a move off Flash or another dead runtime, a Unity version upgrade, accessibility improvements, performance work, localisation, additional content, usability changes, or simply someone to keep developing them. Our team rebuilt [The Great Fire of London](/case-studies/educational-game-modernization-fire-of-london) for the Museum of London from a published Flash file with no source code, recreating the full experience in HTML5. Where the original learning design still holds up, modernising is usually cheaper and less risky than starting again; where the pedagogy or the audience has moved on, we will say so. Our [Legacy Modernisation service](/services/legacy-modernisation) covers the technical process in more detail, and [Signs Your Legacy Educational Game Needs an Update](/blog/posts/legacy-educational-game-needs-update) is a useful first read. ### Designing the Learning Into the Game Educational games tend to work best when the learning objective has a say in how the game plays, rather than being layered on top of a finished game shell. There is no single formula for that, and the right answer depends on the subject, the audience and where the game will be used. These are the ideas we come back to most often. #### Learning Objectives Can Shape the Mechanics Where it fits the subject, the most effective approach is a core loop in which practising the target skill is the thing the player is doing to make progress. [Word Fun World](/projects/wordfunworld), built for Cambridge University Press during our team’s time at fish in a bottle, works this way: vocabulary is acquired by using words in context inside the gameplay rather than through quiz screens between levels. #### Repetition and Feedback Built Into Play Learning usually needs repetition, and repetition needs to be tolerable. Spaced repetition, progression that rewards mastery rather than time spent, and difficulty that adapts to how the learner is actually doing can all be expressed as game systems instead of as drills. #### Assessment Without Interrupting Play Behaviour inside the game is often a better measure than a test. A player who consistently makes the right choice in a branching scenario has demonstrated understanding without leaving the experience. Where a project needs it, we capture data at the interaction level: what was attempted, how long it took, what was chosen, not just pass or fail. #### Mechanics That Suit the Audience Designing for a six-year-old is a different job from designing for a trainee or an adult learner. Reading level, cognitive load, session length, control complexity, art direction and how much instruction is needed all follow from who is playing and where. Testing early with the real audience is usually the only reliable way to find out. #### It Still Has to Work as a Game If the game is confusing or dull, the learning does not happen regardless of how well the content is mapped. Playability is a pedagogical requirement, not a nice-to-have, which is why we treat these projects as game development rather than as content production. #### Measuring Outcomes Where outcomes need evidencing, we can build in pre and post measurement across a cohort, session-level reporting on time on task, error patterns and completion, and exports for academic or organisational reporting. Some projects also justify A/B testing different approaches after launch and refining on real learner data. ### Who We Build Educational Games For Educational projects arrive from very different kinds of organisation, and what each one needs from a development partner varies more than the subject matter does. #### Publishers, Schools and Education Providers Games that map to specific learning objectives or standards, whether that is UK Key Stages, Common Core in the US, or an institution’s own curriculum. Where teachers or administrators need visibility, we can build progress tracking and reporting for them. Classroom deployment brings its own constraints, including managed devices, school networks, content filtering and modest hardware, and those are worth planning for early. #### EdTech Companies Game development for platforms that need engaging content without building a game team in-house, including white-label work. We can integrate with your existing learning platform and data infrastructure rather than creating a separate silo, and work as an embedded partner alongside your engineers where that suits you better. See our [co-development service](/services/codevelopment). #### Corporate Training and L&D Gamified modules for onboarding, compliance, safety and skills development, including scenario-based learning with branching narratives and decisions that carry consequences. Corporate work usually brings LMS integration and IT security requirements with it, such as SSO or specific hosting arrangements. Our [corporate training page](/industries/corporate-training) covers this audience in more depth, and we discuss the distinction between gamification and serious games in our [Gamification in Corporate Training](/blog/posts/gamification-corporate-training) post. #### Universities, Research and Funded Projects Research games, simulations and proof-of-concept builds for academic use, including data collection inside gameplay for behavioural research and prototypes built to support a proposal or a grant application. Our team’s work on the [EU Horizon 2020 iRead project](/projects/navigo) ran across a consortium of European research and education partners, so we are used to projects with multiple stakeholders and formal reporting requirements. #### Museums, Heritage, Charities and the Public Sector Interactive exhibits, installations and public engagement tools that make a complex or unfamiliar subject approachable. These projects often need multiple languages, touchscreen or kiosk deployment, and builds that keep working where connectivity cannot be relied on. Our team’s [Great Fire of London](/case-studies/educational-game-modernization-fire-of-london) work for the Museum of London is a direct example. ### Technical Requirements We Can Support Educational projects often carry requirements a purely commercial game does not. Very few projects need all of these, and adding them where they are not needed only costs money. Depending on the audience, the organisation and where the game will run, we can support: #### LMS and Reporting Integration Where an educational game needs to connect to an LMS or reporting platform, we begin with the target system, deployment environment and the data teachers or administrators actually need. The appropriate approach may be a standards-based package, xAPI or a custom interface, but it is scoped and tested against the institution's real platform rather than assumed in advance. #### Custom APIs and Single Sign-On Direct integration with a proprietary learning platform over REST where the standards do not fit, and single sign-on against institutional identity providers using SAML, OAuth or OpenID Connect so learners authenticate once inside your existing platform. #### Platforms and Deployment [WebGL](/technologies/webgl) and HTML5 for browser delivery with nothing to install, which is often the practical choice in schools where games must work behind firewalls on managed Chromebooks without admin rights. Native iOS and Android where [mobile](/services/mobile) is the target, including MDM, supervised and kiosk configurations. Where connectivity cannot be assumed, an offline-first build that syncs when a network is available. #### Accessibility Where a project has accessibility requirements, and institutional projects usually do, we build towards them and test against them: screen reader support for menus and instructional content, captions and subtitles for audio and video, colour-blind safe palettes and high-contrast options, adjustable text size and dyslexia-friendly typefaces, remappable controls, adjustable timing and switch access. WCAG 2.1 AA is the usual reference point. We implement and test against it as a target rather than issuing a conformance certificate, and where formal certification is required we will work with whoever is providing it. Our [Building Accessible Games](/blog/posts/building-accessible-games-wcag) post covers the practical side. #### Localisation and Multiple Languages Text, audio and UI localisation pipelines designed in from the start where a project is multi-language, including right-to-left scripts and non-Latin character sets. Both Vocab Builder and Navigo were built to take on additional languages after release rather than treating the first language as the only one. #### Younger Audiences and Data Protection Where a game is aimed at children, the design usually needs to reflect that: minimal data collection, privacy-by-design architecture, no behavioural advertising, and parental or institutional consent flows where they are required. We implement technical measures around the project's confirmed requirements, which may include COPPA, GDPR-K and the UK Age Appropriate Design Code. What we do not do is act as your legal advisers. Which obligations apply depends on your organisation, your audience and your target markets, so we work to the requirements your legal and compliance people set and build the product to match. #### Reporting for Teachers and Administrators Where the people buying the game are not the people playing it, they usually need to see something. That can be a dashboard showing progress and completion, exportable reports, or a feed into systems you already run. Worth scoping early, because it affects the data the game has to record. ### How an Engagement Starts Educational projects often begin before anyone knows exactly what the product is. That is normal, and it does not stop us giving you a straight answer about scope and cost. #### An Initial Conversation We start by understanding the audience, the educational objective, what material already exists, the platforms involved, who the stakeholders are, and the budget and timeline you are working to. That conversation costs nothing and is usually enough for us to tell you whether we are the right team. #### A Defined Project Where the requirements are already clear enough, we scope and quote the development directly and get started. Plenty of projects are in this position, particularly modernisation work and builds where the client already has a design. #### A Paid Discovery Phase Where the project is less defined, a short paid discovery phase is usually better value than guessing. It establishes what the gameplay should be, the technical approach, a realistic scope, the risks worth knowing about, a production plan and a defensible budget, delivered as something you can take to a board, a funder or a procurement process. This tends to be most useful for grant applications, funded educational initiatives, and organisations with strong subject expertise but no in-house game development. It is not compulsory, and if we think you do not need one we will say so. Where the work centres on an existing product rather than a new one, a [technical audit](/services/technical-audit) often does the same job, and a [playable prototype](/services/rapid-prototyping) is sometimes the faster way to answer the question. ### A Senior Core, Scaled Around the Project Our permanent team is small and technically focused. David and Adam stay close to the engineering work and keep responsibility for the technical direction, which means you are talking to the people building the game rather than to an account manager relaying messages. When a project needs more capacity or disciplines we do not hold permanently, we bring in trusted contractors and specialists we have already worked with. Depending on the project that can include additional engineering, backend, art, UI/UX, audio and QA. Where you already have educators, researchers, illustrators or an internal digital team, we work alongside them instead of duplicating what you have. [Meet the team](/team). ### Client Track Record ### Planning an Educational Game? Tell us about your audience, what you want people to learn or explore, and any content or research you already have. You don’t need a finished game design. --- ## Legacy Game Modernisation Canonical URL: https://oceanviewgames.co.uk/services/legacy-modernisation *Flash to HTML5. Java to Unity. Unity 4 to Unity 6. Senior London-based engineers with named project credentials.* ### We rebuild legacy games for modern platforms We rebuild legacy games for modern platforms. [The Great Fire of London](/case-studies/educational-game-modernization-fire-of-london) was reverse-engineered from Flash with no source code. [Nub](/case-studies/nub-java-to-unity-platform-migration) was migrated from Java to Unity for iOS, Android, and Steam. We are currently upgrading a live Unity project ([Domi Online](/projects/domi), 1,000+ concurrent users) from Unity 2021 to Unity 6.3 LTS. If your title is stuck on a deprecated engine, runtime, or platform, we have shipped the way out. Old games age badly. Unity versions go end-of-life, plugins stop receiving updates, render pipelines become maintenance-only, and platform storefronts raise their minimum requirements. A game that earned steady revenue on 2019 LTS last year can quietly become unshippable next year. Modernisation is how you keep what works and move it onto a stable, supported foundation. Ocean View Games modernises live and dormant game projects for studios, publishers, and educational institutions. Every engagement is led by a **Unity Certified Expert** with shipping experience on games used by millions. ### Why Choose Us - **Unity Certified Expert.** Certification held by a lead on every engagement, with shipping experience on games used by millions of players. - **Ex-Jagex Technical Developer.** Shipping credits on RuneScape Mobile (2017 to 2019), a 10+ million player port of a 20-year-old MMORPG codebase. - **UK-registered, London-based.** Company No. 13011771, operating from London. English-native communication, UK timezone, UK IP law. - **Live multiplayer pedigree.** Shipped and upgraded projects running with thousands of concurrent users, including Domi Online's 2021 to 6.3 LTS migration. - **Senior-only team.** 12 years (David) and 14 years (Adam) of game development experience. No junior-led engagements, no handoffs mid-project. - **Flash-to-HTML5 rebuild experience.** From David's prior work on Fire of London at Fish in a Bottle, rebuilding a lost-source Flash title for the modern web. ### Tech Stack Flash, Unity, WebGL, HTML5 ### Who this is for This service fits three common situations. If any of these describe your project, we can help. #### Your Unity project is stuck on an old version You're on Unity 2019, 2020, or 2021. Your build is starting to fail on newer iOS or Android versions. Third-party plugins are drifting out of compatibility. Your team wants to move forward but the upgrade path looks daunting and you can't afford to break a live game to find out the hard way. #### Your old game was built in a technology that's effectively dead Flash is the classic example. Java applets, early HTML5 frameworks, or custom engines from the 2000s fall into the same bucket. The game has proven market demand but can't run anywhere modern. You need a rebuild that preserves the content, design, and audience. #### Your game works but needs to reach new platforms The source is older Unity, often PC-only, and you want to port it to mobile or console. Before you can port, the project needs to be on a supported Unity version with a compatible render pipeline and a build pipeline that targets modern hardware. Modernisation first, port second. ### The three service strands We group modernisation work into three tracks. Most engagements are one of these, or a sequence that starts with one and ends with another. #### Unity Version Upgrade We upgrade Unity projects to a currently supported LTS release. Common upgrade paths include Unity 2019 or 2020 to Unity 6.3 LTS, Unity 2021 to Unity 6, or Unity 2022 to the latest LTS. Large version gaps are typically stepped through intermediate LTS releases so breaking changes can be isolated and fixed at each stage rather than all at once. Scope of a typical Unity upgrade covers: - Editor and package version migration - Render pipeline assessment and migration (Built-in to URP where appropriate) - Third-party plugin compatibility audit and replacement - Deprecated API replacement (networking, input, UI Toolkit, analytics) - Build pipeline updates for current iOS, Android, and console SDKs - Performance regression testing against the old version - Staged rollout with rollback plan for live projects Before we quote, run the [Unity Migration Checker](/resources/unity-migration-checker) to see what your specific upgrade path involves. The tool outputs breaking changes, deprecated APIs, and a recommended migration sequence based on your current version and feature use. We use the same tool in our discovery process. #### Engine Migration and Legacy Rebuild When the source technology is end-of-life or the source is too costly to port, we rebuild the game in Unity. This is not a conversion, it is a reconstruction that treats the original as a specification. We preserve the game design, progression, assets where licensing permits, and player-visible behaviour, while replacing the engine underneath with a modern, supported foundation. Typical rebuild projects include: - Flash titles rebuilt in Unity and shipped to HTML5 / WebGL, iOS, and Android - Java games rebuilt in Unity for mobile and web - Custom or proprietary engines rebuilt in Unity for cross-platform reach - Abandoned Unity projects where the source is lost or unusable Our team has done this work. David led a full Flash-to-HTML5 rebuild of Fire of London during his time at Fish in a Bottle. At OVG, [Nub](/case-studies/nub-java-to-unity-platform-migration) was a Java-to-Unity platform migration and [Nova Blast](/case-studies/nova-blast-sdk-modernisation-porting) involved SDK modernisation alongside the rebuild. The details differ but the approach is the same. #### Full Modernisation with Platform Migration Many modernisation projects start with "we want to bring this game back to market on current platforms." Answering that usually means combining an engine upgrade or rebuild with a port. We handle both in sequence: modernise the codebase to a stable foundation, then port to the target platforms with performance, input, and UI work appropriate to each. If porting is the headline of your project and the source is already on a supported Unity version, see our dedicated [Game Porting service](/services/game-porting). Use the [Porting Feasibility Checker](/resources/porting-feasibility-checker) to scope the port itself. ### Why this matters now Unity's long-term support schedule has put a deadline in front of several studio populations. #### Unity 2019 LTS has reached end of support Projects on 2019.4 are no longer receiving updates, and platform SDK compatibility is already drifting. iOS build breakage on newer Xcode versions is a common surfaced issue. #### Unity 2020 LTS reached end of support in 2023 Unity's own guidance pushes these projects to 2022.3 LTS or Unity 6. #### Unity 2021 LTS has ended support Projects here are already running on unsupported infrastructure. #### Unity 6 brings real engine improvements GPU Resident Drawer, Render Graph API, improved mobile performance, better web platform support. For teams shipping in 2026 and beyond, [Unity 6](/technologies/unity-6) or 6.3 LTS is the pragmatic target. #### Platform storefronts raise minimum requirements continuously Apple and Google push minimum iOS and Android target API levels up each year. A build pipeline on old Unity often cannot meet the new requirements without modernisation. #### Your timeline If your project is on 2019 or earlier and currently ships revenue, this is urgent. If your project is on 2020 or 2021, it should be planned for this year. If you're on 2022 LTS, you have time but not forever. ### How we work Modernisation is risky when done casually. It is low-risk when done methodically. Our process is built to protect live revenue and live audiences while getting you onto a supported foundation. #### Phase 1: Discovery and audit We review your project, dependency list, build pipeline, render pipeline usage, platform targets, and analytics. We deliver a written report covering the migration sequence, risk areas, and estimated timeline. This is a fixed-scope piece of paid work, typically one to two weeks. #### Phase 2: Compatibility staging We set up a branch of your project on the target Unity version, resolve package and plugin compatibility, and capture the automatic migration changes before any manual work begins. Output is a clean build that compiles and runs on the target version, even if gameplay parity is not yet proven. #### Phase 3: Parity testing We run the modernised build against the old build on matched scenarios and flag regressions. This covers visual parity, gameplay behaviour, save data compatibility, networking behaviour, and performance. Every regression is ticketed and fixed before release consideration. #### Phase 4: Platform and store validation We rebuild for each live target platform (iOS, Android, Steam, console), validate storefront compliance, and test on representative hardware. For live games, this phase includes a rollback plan for returning to the old build if the staged release surfaces problems. #### Phase 5: Staged release and monitoring For live projects, we release progressively, commonly starting with a small percentage of users or a single platform, and monitor crash rates, performance metrics, and user-visible issues. Only once the modernised build is stable in production do we complete the rollout. For dormant or unreleased projects, phases four and five collapse into a single launch step. ### Anchor case study: Domi Online, Unity 2021 to Unity 6.3 [Domi Online](/projects/domi) is a live MMO with over 1,000 concurrent users and 3 million USD in seed funding. When we started, the project was on Unity 2021. Today it runs on Unity 6.3 LTS. The upgrade was not a weekend job. Domi uses FishNet for networking, has a substantial custom render pass stack, relies on Addressables for content delivery, and ships to Windows, macOS, Linux, and soon mobile. Each of these introduced breaking changes across the 2021 to 6.3 gap. We stepped the project through intermediate LTS releases, ran parity tests at each stage, and rolled the new build out to internal and closed-beta groups before full release. No loss of concurrent users during the upgrade window. No rollback required. This is the exact work we do on smaller projects, just compressed in scope. If you're running a live multiplayer game on an old Unity version, we have the scars. [Read the Domi Online case study ->](/projects/domi) ### What it costs Every modernisation engagement starts with a fixed-scope audit. After that, most rebuilds run 4 to 12 weeks. The day rates below are ex VAT. #### Audit & Feasibility Report Typically 4 days at our audit rate. Written migration plan, risk assessment, and fixed-scope estimate for the full engagement. #### Single Developer Day rate ex VAT for one senior Unity engineer on an ongoing basis. Half-day minimum on retainer support. #### Two Developers Day rate ex VAT for a paired engagement. Faster delivery on rebuilds and tighter peer review on architecture decisions. ### Need to Modernise an Older Game or Interactive? Tell us what it was built with, what still works and where you need it to run next. We can help work out what should be upgraded, rebuilt or preserved. --- ## Rapid Prototyping and MVP Development Canonical URL: https://oceanviewgames.co.uk/services/rapid-prototyping *Validate your game concept with a playable prototype. Built in Unity, delivered in weeks, not months.* ### Prove Your Concept Before Full Production Building a full game without validating the concept first is one of the most expensive mistakes in the industry. A **playable prototype** lets you reduce risk, pitch with confidence, test market response, and clarify scope before committing to full production. Our work on [Domi Online](/case-studies/domi-online-unity-mmo) helped the client secure $3M in seed funding. A playable, polished prototype was part of what made that possible. We have also built a [proprietary rapid prototyping framework](/case-studies/rapid-prototyping-hypercasual-framework) that delivers prototypes 50% faster than starting from scratch, with production-ready code from day one. We have written about our approach to [building reusable game frameworks](/blog/posts/building-reusable-game-frameworks) if you want to go deeper on the technical side. ### Why Choose Us - **50% Faster Delivery.** Our proprietary Unity framework includes pre-built modules for input, cameras, UI, analytics, and monetisation. Production-ready code from day one. - **Built to Evolve.** Prototypes designed to become production code. Clean architecture, modular systems, no throw-away-and-rebuild step. - **Proven Results.** Our work on Domi Online helped the client secure $3M in seed funding. A playable, polished prototype was part of what made that possible. ### Service Offerings - **Prototype (2-4 Weeks).** Core gameplay mechanic, playable and polished. Basic UI, single platform build, placeholder art, technical documentation. Answers: "Does this game feel good to play?" - **MVP (4-8 Weeks).** Core gameplay loop complete, basic progression, monetisation hooks, analytics integration, multi-platform, store-ready for soft launch. Answers: "Will players come back?" - **Vertical Slice (6-12 Weeks).** Complete polished section representing final quality. Full art, audio, UI. Used for publisher pitches, funding rounds, and greenlight decisions. ### Tech Stack Unity, C# ### Our Prototyping Process From concept to playable build, our process is designed to answer your most important question as quickly as possible. #### 1. Discovery We define your core mechanic, target platform, and success criteria. What question does this prototype need to answer? - **Core Mechanic:** Identify the single mechanic that must feel right for the prototype to succeed. - **Target Platform:** Choose the platform that best serves your validation goals. - **Success Criteria:** Define measurable outcomes that determine whether the prototype passes or fails. #### 2. Build Rapid development using our framework. Weekly playable builds for feedback. No disappearing for weeks. - **Framework Modules:** Plug in pre-built input, camera, UI, and analytics modules to accelerate development. - **Weekly Builds:** Playable builds delivered every week for hands-on feedback. - **Production Architecture:** Clean, modular code designed to evolve into the full game. #### 3. Test Playtesting, profiling, and iteration. We refine until the core mechanic feels right. - **Playtesting:** Structured playtests with target demographics to validate the core loop. - **Profiling:** Performance testing on target devices to catch issues early. - **Iteration:** Rapid refinement based on feedback until the game feel is right. #### 4. Assess Honest assessment: what worked, what did not, and what full production would look like in scope, timeline, and cost. - **Results Review:** What the prototype proved and what questions remain. - **Production Roadmap:** Detailed scope, timeline, and cost estimate for full development. - **Go/No-Go:** Clear recommendation on whether to proceed, pivot, or stop. ### Our Prototyping Framework Our proprietary Unity framework is the reason we deliver prototypes 50% faster than starting from scratch. #### Pre-Built Modules Input handling, camera systems, UI scaffolding, basic analytics, ad mediation, and monetisation hooks. The framework is modular: we plug in what your prototype needs and leave out what it does not. Every module is production-grade code, so nothing needs to be rewritten when you move to full development. #### Cross-Platform Prototypes can target mobile (iOS and Android), PC, or WebGL. WebGL is often the fastest option for sharing because reviewers play directly in a browser without installing anything. We advise on which platform best serves your validation goals. ### Who This Is For Rapid prototyping serves different needs depending on where you are in your journey. #### Startups and Founders You have a game concept that needs a playable build to pitch investors. You may not have an internal development team yet. A polished prototype is often the difference between a funded project and a rejected pitch deck. [Learn more about our work with startups ->](/industries/startups) #### Publishers Evaluating Concepts You have multiple concepts in your pipeline and need rapid prototypes to decide which to greenlight. We can build several prototypes in parallel, each testing a different mechanic or market hypothesis. [Learn more about our work with publishers ->](/industries/publishers) #### Studios Testing New Directions Your core team is busy on your main title, but you want to explore a new genre, platform, or mechanic without pulling engineers off production. We act as your exploration team, delivering playable prototypes without disrupting your main development pipeline. #### Educational and Corporate You need a proof of concept for a gamified learning or training application. A playable prototype helps secure internal stakeholder buy-in and demonstrates feasibility before committing to a full programme of work. [Learn more about our educational game development ->](/industries/education) ### Need to Prove an Idea Before Full Production? Tell us what you need the prototype to demonstrate, who it’s for and which questions you need it to answer. --- ## 2D Game Development Canonical URL: https://oceanviewgames.co.uk/services/2d-game-development *Polished 2D games in Unity. Platformers, puzzle games, educational titles, card games, and hyper-casual apps built by senior engineers (12 years David, 14 years Adam).* ### Professional 2D Game Development in Unity Not every game needs 3D. Some of the most successful mobile games, educational titles, and indie hits are 2D. We build polished 2D games in [Unity](/technologies/unity), from simple casual titles to complex systems-driven experiences. Whether it is a side-scrolling platformer, a narrative adventure, a card game, or an [educational app for children](/services/educationalgames), our team has shipped 2D projects across every genre. Our director is a **Unity Certified Expert** who previously worked on RuneScape Mobile at Jagex, and our senior engineers have built [MMORPGs](/case-studies/domi-online-unity-mmo). They bring that same depth of engine knowledge to every 2D project. ### Why Choose Us - **Unity's 2D Toolset Is Production-Ready.** Many clients assume Unity is only for 3D. In reality, Unity's 2D tools (Tilemap, 2D Physics, Sprite Atlas, 2D Animation, URP 2D Renderer) are mature and used in thousands of shipped titles. Same engine, same codebase, same deployment to iOS, Android, PC, WebGL, and console. - **2D and 3D Can Coexist.** Unity makes it straightforward to mix 2D gameplay with 3D elements. 2.5D perspectives, 3D environments with 2D characters, or parallax scrolling with depth are all possible within a single project without switching engines. - **No Custom Engine Needed.** Building a custom engine or using a lightweight framework might seem cheaper, but it rarely is once you factor in cross-platform deployment, localisation, analytics, and ongoing maintenance. Unity handles all of that out of the box, and our team specialises entirely in it. ### 2D Game Types We Build - **Platformers and Action Games.** Side-scrolling, physics-driven, responsive controls. Tile-based levels, procedural generation, or hand-crafted design. We handle the tight game feel that makes platformers satisfying. - **Puzzle and Casual Games.** Match-3, word games, logic puzzles, idle and clicker mechanics. Designed for session-based mobile play with clean onboarding and retention loops. - **Educational Games and Apps.** Interactive learning experiences for schools, universities, museums, and publishers. Our team has built educational 2D games for Cambridge University Press, the Museum of London, and the EU Horizon 2020 programme (while at Fish in a Bottle). - **Card and Board Games.** Digital adaptations of physical games, or original card battlers and strategy titles. UI-heavy, state-driven, and often with multiplayer support. - **Narrative and Visual Novels.** Story-driven experiences with branching dialogue, character art, and choice-based progression. Custom dialogue systems and save state management. - **Hyper-Casual and Ad-Funded.** Quick-to-market titles with simple mechanics, ad integration, and analytics. We have shipped hyper-casual titles and built a reusable framework for rapid prototyping. ### Tech Stack Unity, C#, Android, iOS, WebGL ### Our 2D Development Process Every 2D project follows a structured process that gets to a playable build quickly, validates the core loop early, and avoids surprises in the final stretch. #### 1. Concept and Scoping We define the core loop, target platform, and art style. For budget-conscious projects, we advise on art direction that looks polished without requiring a large art team. - **Core Loop Definition:** Identify the primary gameplay mechanic and session structure. - **Platform Strategy:** Decide on iOS, Android, WebGL, PC, or multi-platform from day one. - **Art Direction:** Establish a visual style that fits your budget and audience. #### 2. Prototyping A playable prototype of the core mechanics within two to four weeks. We validate the game feel and core loop before committing to full production. - **Greybox Build:** Playable prototype with placeholder art to test mechanics. - **Game Feel Iteration:** Tuning controls, timing, and feedback until the core loop feels right. - **Stakeholder Review:** Hands-on evaluation before full art and content production begins. #### 3. Production Full development including gameplay systems, UI, audio integration, analytics, and monetisation. Weekly builds and clear reporting throughout. - **Gameplay Systems:** Level design, progression, enemies, items, and economy. - **UI and Audio:** Menus, HUD, sound effects, music integration, and localisation. - **Analytics and Monetisation:** Event tracking, ad placements, IAP, and A/B testing hooks. #### 4. Polish and Launch Device testing across screen sizes and performance tiers. Sprite atlas optimisation, draw call reduction, and memory management for smooth mobile performance. - **Performance Optimisation:** Sprite atlas packing, batching, and memory profiling for target devices. - **Device Testing:** Testing across screen sizes, aspect ratios, and OS versions. - **Store Submission:** App Store and Google Play submission, store listing, and 30-day post-launch warranty. ### 2D Technical Specialisms Beyond the standard Unity 2D workflow, we bring specific technical depth to areas that matter for shipped 2D games: #### Rendering and Performance Unity Tilemap and custom level editors for rapid content creation. Sprite Atlas packing and runtime atlas management for mobile memory optimisation. URP 2D Renderer for modern lighting, shadows, and post-processing. Draw call batching and profiling for consistent frame rates on budget devices. #### Animation and Visual Polish Spine and Unity 2D Animation for skeletal animation. DOTween and custom tweening systems for smooth UI transitions and gameplay effects. TextMeshPro for crisp, scalable text across every screen resolution. #### Systems and Content Addressables for on-demand asset loading, which is critical for content-heavy 2D games with large sprite libraries. Localisation pipelines for multi-language 2D titles. Box2D physics integration for platformers, ragdolls, and physics-based puzzles. ### Client Track Record ### Planning a 2D Game or Interactive Project? Tell us about the concept, platforms and content you already have, and where you need design or development support. --- # Case Studies ## Architecting a Scalable MMORPG in Unity Canonical URL: https://oceanviewgames.co.uk/case-studies/domi-online-unity-mmo *How we engineered server-authoritative networking, 64-bit infinite progression, and cost-optimised AWS infrastructure - securing $3M in seed funding.* ### Project Vitals - **Client:** Domi Online - **Timeline:** 2021 – Present - **Services:** Full-Cycle Dev, Network Architecture, Technical Art, Live Ops - **Core Tech:** Unity 6, FishNet, AWS, 64-Bit Tags: MMORPG, Network Architecture, Full-Cycle Development, Live Operations ### Architecting a Scalable, “Cap-Less” MMORPG on a Lean Infrastructure The vision for Domi Online was ambitious: an MMORPG with **no level caps and no skill caps**, set in a massive, seamless open world. The client needed to combine the high-stakes mechanical depth of RuneScape with the visual fidelity of modern high-fantasy RPGs. However, the project faced significant constraints: **Infinite Scaling:** Standard MMO architectures often break when player stats exceed 32-bit integer limits (approx. 2.1 billion). Domi needed a foundation that could handle infinite progression for decades. **Global Latency:** The game required a [server-authoritative backend](/services/network-engineering) to prevent cheating in a high-stakes economy, but had to serve a global player base (EU, Asia, US) without the lag spikes common in centralised servers. **Budget Efficiency:** With a seed round of $3M, the client needed a “AAA” scope without a “AAA” burn rate. Relying on standard, auto-scaling cloud solutions would have drained the runway too quickly. Ocean View Games acted as the technical partner and core [development team](/services/gamedevelopment). Drawing on our founder’s experience working on RuneScape Mobile at Jagex, we engineered a solution prioritising performance per dollar. The engagement continues today as ongoing [LiveOps support](/services/liveops), covering content updates, server maintenance, and live balancing. We also sat down with the Domi team for an [in-depth interview about the project](/blog/posts/beam-interview). ### Our Contributions - **64-Bit “Infinite” Architecture.** Bypassed standard Unity variable limitations with a custom 64-bit integer system for all player stats and experience tracking. Players can grind indefinitely without the game math breaking or overflowing, ensuring the “Harsh World” leaderboard remains competitive forever. - **Cost-Optimised Cloud Infrastructure.** Rejected the standard “auto-scale everything” AWS approach. Using FishNet networking, we built a lightweight server-authoritative backend that stripped unnecessary bandwidth overhead, drastically reducing monthly OpEx so the budget could be spent on content rather than server rental. - **High-Density Environment Rendering.** Implemented GPU Instancing for dense, interactive forests where every tree could be chopped. Engineered a system to swap static instanced meshes with interactive “Stump” prefabs only when interacted with, rendering 10,000+ trees with minimal draw calls on mid-range hardware. ### Results - **Funding Secured:** The vertical slice developed by Ocean View Games was instrumental in securing $3M in seed investment. - **Global Stress Tests:** Successfully deployed and managed alpha tests with thousands of concurrent users across Asia and Europe, stabilising database timeouts through regional optimisation. - **Lean Scaling:** Delivered a massive open-world experience with a core team of just 3 full-stack developers, proving that efficient architecture beats brute-force headcount. ### Tech Stack Unity 6, FishNet, AWS, C# --- ## Rescuing a Legacy Flash Game for the Museum of London Canonical URL: https://oceanviewgames.co.uk/case-studies/educational-game-modernization-fire-of-london *No source code? No problem. We reverse-engineered The Great Fire of London from Flash to HTML5, preserving a historic educational experience.* ### Project Vitals - **Client:** Museum of London (via fish in a bottle) - **Context:** Previous Tenure - **Role:** Lead Engineering - **Tech Stack:** HTML5, TypeScript, Phaser Tags: Legacy Modernisation, Reverse Engineering, HTML5, Educational ### Rescuing a Legacy Flash Experience The Great Fire of London interactive game was a staple in UK classrooms, but it faced a critical threat: **Digital Obsolescence.** Built originally in Adobe Flash, the game was slated to become unplayable as browsers dropped Flash support. This was a “Rescue Mission” spearheaded by Ocean View Games’ Director and Principal Unity Engineer during his tenure at fish in a bottle. The goal was to reconstruct the game for the modern web. The catch? **The original source code was lost.** The client needed the game preserved, but without the source code, a simple “port” was impossible. We treated the original game as a “Black Box,” [reverse-engineering](/services/legacy-modernisation) the logic frame-by-frame to produce a 1:1 recreation in modern HTML5/TypeScript. The educational design patterns from projects like this informed our open-source [Educational Gamification Systems](https://github.com/Ocean-View-Games/educational-gamification-systems-unity) toolkit on GitHub. ### Our Contributions - **Reverse Engineering Mechanics.** Catalogued every interaction, animation timing, and win-state condition from the Flash version, then wrote modern TypeScript to replicate these behaviours exactly. - **UI/UX Modernisation.** Re-engineered the layout from 4:3 CRT to responsive 16:9, decoupling UI from the game world so menus anchor to screen edges on any device. - **Asset Optimisation.** Extracted original vector assets into optimised sprite sheets, reducing download size and draw calls for fast loading on slow school Wi-Fi. ### Results - **Still in Active Use:** The rebuilt game remains live and in active use by schools and educators across the UK, years after the original Flash version became inaccessible. - **Complete Preservation:** 100% of the original gameplay, animations, narrative, and educational content was preserved in the HTML5 rebuild despite having no access to the original source code. - **Modern Accessibility:** The rebuilt version runs on all modern browsers, tablets, and Chromebooks with responsive layouts, touch support, and accessibility features the Flash original never had. ### Tech Stack HTML5, Flash, Chromebook --- ## Porting RuneScape from Desktop to Mobile Canonical URL: https://oceanviewgames.co.uk/case-studies/mobile-game-porting-ui-optimization *The UI/UX and performance challenges of bringing a 20-year-old MMORPG to iOS and Android - reaching 10 million mobile players.* ### Project Vitals - **Client:** Jagex (via prior employment) - **Studio:** Jagex - **Context:** Pre-Agency Role - **Role:** Gameplay Programming - **Reach:** 10M+ Players Tags: Mobile Porting, MMORPG, UI/UX Optimisation, Cross-Platform ### Porting a Desktop MMORPG to Mobile Before founding Ocean View Games, our lead developer served as a key contributor to one of the most ambitious mobile ports in gaming history: **RuneScape Mobile.** Bringing a 20-year-old MMORPG with complex desktop interfaces to iOS and Android required solving unique engineering challenges. The core challenge was not just performance, but usability - translating a keyboard-and-mouse experience to a 6-inch screen without alienating the player base. This experience now forms the technical backbone of Ocean View Games, providing our clients with AAA-grade expertise in legacy code modernisation, [mobile UI/UX adaptation](/services/mobile), and [cross-platform optimisation](/services/performanceoptimization). Some of the performance management patterns from this project have been open-sourced in our [Unity Mobile Performance Architecture](https://github.com/Ocean-View-Games/unity-mobile-performance-architecture) toolkit on GitHub. ### Our Contributions - **Core Systems Refactoring.** Rewrote Mining and Smithing gameplay loops to prioritise tap zones and simplified state machines, making desktop logic feel native on mobile. - **Adaptive UI Architecture.** Built context-sensitive interfaces that dynamically shift between combat and skilling modes, decluttering the screen based on player activity. - **Cross-Platform Parity.** Optimised network packets and client-side prediction so mobile players exist in the same world as desktop players without disadvantage. ### Tech Stack Java, Android, Apple, Perforce --- ## Rebuilding a Java Game in Unity for Multi-Platform Canonical URL: https://oceanviewgames.co.uk/case-studies/nub-java-to-unity-platform-migration *Recreating an Ouya-era isometric puzzle game from native Java to Unity, enabling deployment across Steam, iOS, and Android.* ### Project Vitals - **Client:** Inferna Games - **Timeline:** 4 Months - **Services:** Full Remake, Platform Migration, Mobile Optimisation - **Core Tech:** Unity, C#, Steam, Android, iOS Tags: Platform Migration, Java to Unity, Cross-Platform, Puzzle Game ### Rebuilding an Isometric Puzzle Game from Java to Unity Nub is an isometric puzzle game originally created for the Ouya Android game console. When the Ouya platform failed commercially, **the game was stranded on defunct hardware** with no viable path to modern platforms. Inferna Games, the original creators, provided the Java source code and asked Ocean View Games to bring the game back to life. Porting the native Java codebase directly proved impractical, so a strategic decision was made: **a complete [remake in Unity](/services/legacy-modernisation)** using the original source as a reference. **Reference-Based Rebuild:** Rather than a line-by-line translation, we used the Java source to understand gameplay logic, puzzle mechanics, and level data, then [rebuilt each system natively](/services/gamedevelopment) in Unity C#. **Mobile Adaptation:** The original game was designed for a game controller. Touchscreen controls required rethinking input zones, camera behaviour, and interaction feedback for smaller screens. **Multi-Platform Parity:** The finished game needed to feel native on Steam (keyboard and mouse), iOS (touch), and Android (touch) without maintaining separate codebases. ### Our Contributions - **Java-to-Unity Platform Migration.** Recreated the entire game from a native Java Ouya app in Unity, using the original source code as a reference for faithful reconstruction of all puzzle mechanics and level data. - **Mobile Control Optimisation.** Redesigned input systems for touchscreens, rethinking interaction zones, camera behaviour, and feedback to make the isometric puzzle gameplay feel native on mobile devices. - **Multi-Platform Deployment.** Deployed the rebuilt game across Steam, iOS, and Android from a single Unity codebase, achieving native feel on each platform through abstracted input and rendering layers. ### Results - **Rescued from Obsolescence:** A game stranded on defunct Ouya hardware was brought back to life across three major modern platforms. - **Faithful Recreation:** All original puzzle mechanics, level designs, and gameplay feel were preserved while modernising the technical foundation. - **Unified Codebase:** Steam, iOS, and Android versions ship from a single Unity project, minimising ongoing maintenance overhead for Inferna Games. ### Tech Stack Java, Unity, C#, Steam, Android, Apple --- ## Engineering an Award-Winning Language Learning Game Canonical URL: https://oceanviewgames.co.uk/case-studies/navigo-multilanguage-educational-game *15 unique mini-games across four languages for the EU Horizon 2020 iRead project. Winner of the Serious Games Society Award.* ### Project Vitals - **Client:** iRead Project (EU Horizon 2020) (via fish in a bottle) - **Programme:** EU Horizon 2020 (iRead) - **Context:** Previous Tenure - **Role:** Game Design & Development - **Timeline:** 12 Months Tags: Educational, Multi-Language, Serious Games, Award-Winning ### Engineering an Award-Winning Language Learning Adventure Navigo is an ambitious tablet-based learning game designed to support children learning English, German, Spanish, or Greek as a first language. Developed by our team at fish in a bottle alongside a major European research consortium, the game complements traditional classroom teaching through an engaging narrative and a wide range of interactive game mechanics. Working closely with **over a dozen educational and technical institutions across Europe**, we translated pedagogical research and language-learning guidance into 15 distinct [educational mini-games](/services/educationalgames). Each was focused on teaching key principles of early language development - from phonics and grammar to sentence construction and reading comprehension. **Research-Driven Design:** Unlike commercial game development, every design decision required validation against educational outcomes. University partners provided learning objectives; we engineered the gameplay mechanics to achieve them. **Adaptive Difficulty:** The game collected comprehensive data on player performance and used it to dynamically adjust the difficulty of content being taught, ensuring each child was challenged at an appropriate level. **Multi-Language Architecture:** Supporting four languages was not simply a localisation task. Each language has different grammatical structures, phonetic systems, and pedagogical approaches. The game architecture needed to accommodate fundamentally different learning mechanics per language. The dedication paid off: [Navigo](/projects/navigo) received an **award from the Serious Games Society** in the Digital Game Competition, alongside glowing reviews from focus testers and participating schools. The adaptive difficulty and learning outcome tracking patterns from this project are now available in our open-source [Educational Gamification Systems](https://github.com/Ocean-View-Games/educational-gamification-systems-unity) toolkit on GitHub. ### Our Contributions - **15 Unique Mini-Games.** Designed and developed a diverse suite of mini-games across four languages, each targeting specific cognitive retention skills from phonics matching to sentence construction. - **Award-Winning Design.** The game received a Serious Games Society award in the Digital Game Competition, recognised for its effective integration of educational research into engaging gameplay. - **Adaptive Difficulty Engine.** Built comprehensive player performance tracking that dynamically adjusts content difficulty, ensuring each child is challenged at an appropriate level throughout their learning journey. ### Results - **Serious Games Society Award:** Navigo won an award in the Digital Game Competition, recognising excellence in educational game design. - **Multi-Institutional Validation:** Successfully tested across multiple European schools and age groups, with positive feedback from educators and children alike. - **Four-Language Coverage:** A single game architecture supporting English, German, Spanish, and Greek with language-specific pedagogical mechanics. ### Tech Stack Unity, C# --- # Resources ## Game Development Cost Estimator Canonical URL: https://oceanviewgames.co.uk/resources/game-development-cost-estimator How much does it cost to make a game? Use our free interactive tool to get an instant estimate based on your genre, platform, art style, content volume, team size, and technical requirements. ### Estimator Inputs The interactive estimator collects the following inputs to produce a cost range: #### Platform - Mobile (Single OS) - Mobile (iOS and Android) - PC / Desktop - Console (Single) - Console (Multiple) - Cross-Platform (Mobile + PC) - Cross-Platform (All) #### Genre - Hyper-casual - Casual / Puzzle - Card / Board Game - Educational / Serious Game - Platformer / Runner - Simulation / Tycoon - Action / Adventure - RPG / Strategy - MMO / Live-Service #### Art Style - Text / Minimal UI - Pixel Art - Hand-drawn 2D - Stylised 2D - Stylised 3D (Low-Poly) - Stylised 3D (Detailed) - Realistic 3D - Photorealistic 3D #### Content Volume - Prototype / MVP (core loop only) - Small (1 to 2 hours playtime) - Medium (3 to 8 hours) - Large (10 to 20 hours) - Very Large (20+ hours or endless) #### Team Size - Solo Developer - Duo Developer - Small (3 to 4) - Medium (5 to 6) - Large (7 to 10) - Studio (10+) #### Audio - None - SFX Liberty - Soundtrack Liberty - Custom SFX - Custom Music #### Backend - Offline Only - Simple (Leaderboards, Cloud Saves) - Moderate (Accounts, Analytics, CMS) - Complex (Real-Time Servers, Matchmaking) #### Starting Point - From Scratch (greenfield project) - Existing Prototype (foundation already built) - Existing Codebase / Sequel (major systems reusable) - Port from Another Platform (core game complete) #### Optional Features - Local Multiplayer - Monetisation / IAP - Localisation (Multi-Language) - Live Ops / Seasonal Content - Procedural Generation - Advanced AI / Pathfinding - Accessibility Features - VR / AR Support - Cross-Save / Cross-Play - User-Generated Content Tools The output is split across Development and Engineering, Art and Design, QA and Testing, and Project Management. Currency can be displayed in GBP, USD, or EUR. ### How We Calculate #### Industry-Average Base Costs We start with base cost ranges for each game genre, calibrated against published industry data from GDC surveys, Newzoo reports, and our own two decades of production experience across mobile, PC, and console titles. #### Compounding Multipliers Nine dimensions (platform, genre, art style, content volume, team size, audio, backend, starting point, and features) each apply a multiplier to the base cost. Features compound multiplicatively, producing a realistic combined uplift rather than a simple sum. #### Dynamic Budget Breakdown The total is split across Development, Art and Design, QA, and Project Management. Percentages adjust dynamically based on your selections. Art-heavy projects shift budget towards design; engineering-heavy builds with complex backends shift it towards development; larger teams increase the project management allocation. ### Our Services Turn your estimate into reality. We offer end-to-end game development services. - **Unity Game Development** (`/services/gamedevelopment`): Full-cycle Unity development from prototype to launch. - **Mobile Game Development** (`/services/mobile`): Considering a mobile build or port? See our iOS and Android service for new builds, porting, and performance work. - **Game Design** (`/services/gamedesign`): Core loop design, economy balancing, and GDD creation. - **Live Ops and Monetisation** (`/services/monetization`): In-app purchases, ad integration, and live-service infrastructure. - **Co-Development** (`/services/codevelopment`): Embed our senior engineers directly in your team. - **QA and Testing** (`/services/qa-testing`): Device testing, performance profiling, and regression suites. ### Related Resources - **Game Development Cost Guide** (`/resources/game-development-cost`): Detailed breakdown of costs by genre, platform, and production category. - **Game Development Timeline Estimator** (`/resources/game-development-timeline-estimator`): Phase-by-phase timeline estimate based on scope and team size. - **Team Size Calculator** (`/resources/team-size-calculator`): Know your budget? Calculate how many developers you need for your project. ### Frequently Asked Questions #### How much does it cost to make a mobile game? A simple mobile game (casual or hyper-casual) typically costs between £5,000 and £40,000. A mid-complexity mobile game with custom UI, monetisation, and analytics can range from £30,000 to £100,000. Complex mobile titles like RPGs or multiplayer games can exceed £200,000. The final cost depends on art style, feature set, content volume, and backend requirements. #### How much does PC or console game development cost? PC games generally cost 10 to 30% more than mobile equivalents due to higher resolution assets and more complex input systems. Console development adds further costs for certification, devkit licensing, and platform-specific optimisation. A mid-range PC indie game typically costs £50,000 to £200,000. #### What factors affect game development costs the most? The biggest cost drivers are: - **Game complexity and genre**: an MMO is fundamentally more expensive than a puzzle game. - **Art style**: pixel art, stylised 3D, and realistic 3D each have dramatically different production costs. - **Content volume**: a 2-hour prototype costs a fraction of a 20-hour campaign. - **Team size**: larger teams deliver faster but cost more due to coordination overhead. - **Starting point**: porting or building on an existing codebase is significantly cheaper than starting from scratch. #### Can I build a game with a small budget? Yes. Many successful indie games were made with modest budgets by focusing on a tight core loop and minimal viable scope. We recommend starting with a prototype to validate your concept before committing to full production. Our game design services can help you scope a realistic MVP. #### How accurate is this cost estimator? This tool provides rough industry-average ranges based on platform, genre, art style, content volume, team size, audio, backend infrastructure, starting point, and feature complexity. Actual quotes can vary significantly based on existing assets, codebase quality, art direction, and specific technical requirements. For a precise quote tailored to your project, contact us directly. #### Do you offer flexible payment structures? Yes. For fixed-price projects we typically work with milestone-based payments; a deposit, then payments at Alpha, Beta, and Gold Master. For ongoing co-development we offer monthly retainers. Visit our How We Work page for more detail on engagement models. #### Why does a larger team cost more for the same scope? Larger teams deliver faster but introduce coordination overhead. More developers means more communication channels, more meetings, more complex version control workflows, and dedicated project management. This is known as Brooks's Law. A solo developer working for 12 months is typically cheaper in total than a 6-person team completing the same work in 3 months. #### How does porting differ from building from scratch? When porting, the core game design, assets, and much of the codebase already exist. The work focuses on platform adaptation: input remapping, performance optimisation, UI scaling, and platform-specific certification. This typically costs 40 to 55% of a greenfield build. Our porting and optimisation service specialises in exactly this. #### How long does game development typically take? Timelines vary enormously by scope. A hyper-casual mobile game can be prototyped in 4 to 6 weeks. A mid-range mobile title typically takes 4 to 8 months. A full PC or console game with multiplayer features can take 12 to 24 months or more. Need a precise quote tailored to your project? Get a Free Quote. --- ## Unity Migration Checker Canonical URL: https://oceanviewgames.co.uk/resources/unity-migration-checker Thinking about upgrading to Unity 6? Select your current version and we'll show you the breaking changes, deprecated APIs, and migration steps you need to know about. No sign-up required. ### Source Versions Supported - Unity 2019 LTS - Unity 2020 LTS - Unity 2021 LTS - Unity 2022 LTS - Unity 2023.x - Unity 6 (non-LTS) ### Target Versions Supported - Unity 2022 LTS - Unity 6.0 - Unity 6.3 LTS (recommended) ### Feature Areas Analysed - Render Pipeline: Built-in, URP, HDRP - Shaders: hand-written HLSL, Shader Graph - Networking: Multiplayer / Netcode for GameObjects - Assets: Addressables / Asset Bundles - Build: IL2CPP backend, Mono backend - Plugins: third-party (e.g. DOTween, Rewired, Photon) - UI: Unity UI (uGUI), UI Toolkit - Input: Legacy Input System, New Input System - Services: Analytics (Unity Analytics or custom) - Monetisation: In-App Purchases (Unity IAP), Ads (Unity Ads / IronSource / AdMob) - XR: AR Foundation, XR Interaction Toolkit ### Breaking Changes Database (Summary) #### 2019 to 2020 - **Shader compilation pipeline changes**: Unity 2020 changed the shader compilation pipeline using a new preprocessor by default. Some custom shaders with non-standard preprocessor directives may fail to compile. Approximately 8 hours effort. - **Mono upgraded to newer runtime**: may cause behavioural differences in edge cases involving reflection, threading, or serialisation. Approximately 4 hours. - **Canvas component rendering changes**: 2020 changed how Canvas components handle batching and rendering order, which can cause visual regressions. Approximately 4 hours. #### 2020 to 2021 - **URP 12 API changes**: rendering pipeline internals updated. Custom ScriptableRendererFeature and ScriptableRenderPass implementations may need updating. Update to the new RTHandle system. Approximately 16 hours. - **HDRP 12 API refactoring**: significant changes to custom passes and volume components. Approximately 20 hours. - **Addressables 1.19+ API changes**: AsyncOperationHandle and loading APIs changed. Approximately 6 hours. - **IL2CPP code generation changes**: stricter generic sharing and improved code generation. Approximately 8 hours. #### 2021 to 2022 - **URP 14 rendering path changes**: Forward+ rendering path introduced as default. Approximately 12 hours. - **HDRP 14 volume system and material updates**: Approximately 16 hours. - **Netcode for GameObjects 1.x breaking changes**: NetworkVariable, RPCs, and spawning APIs were refactored. Approximately 24 hours. - **Shader Graph 14 node deprecations**: Approximately 8 hours. - **UI Toolkit runtime API changes**: experimental APIs graduated to stable. Approximately 8 hours. - **Shader keyword system changes**: local shader keywords introduced by default. Approximately 12 hours. - **Addressables content update workflow changes**: Approximately 6 hours. #### 2022 to Unity 6 - **Render Graph API replaces ScriptableRenderPass**: largest rendering change in Unity 6. All custom URP render passes must use the new RenderGraph API. Approximately 32 hours. - **HDRP Render Graph mandatory migration**: Approximately 32 hours. - **Built-in Render Pipeline no longer receives feature updates**: maintenance-only. Approximately 4 hours to evaluate. - **Shader compilation and SRP Batcher changes in Unity 6**: stricter SRP Batcher compatibility. Approximately 16 hours. - **Netcode for GameObjects 2.x API changes**: changes to transport layer, session management, and Rpc attribute system. Approximately 20 hours. - **Legacy Unity Analytics removed**: must migrate to Unity Gaming Services Analytics or third-party. Approximately 12 hours. - **IL2CPP code generation and .NET updates**: Approximately 8 hours. - **Mono backend support reduced**: IL2CPP now required for iOS and recommended for all release builds. Approximately 4 hours. - **Shader Graph updated for Render Graph compatibility**: Approximately 8 hours. - **Legacy Input Manager marked for deprecation**: Approximately 2 hours. - **Input System package API updates**: Approximately 4 hours. - **Unity Ads and LevelPlay (IronSource) SDK changes**: Approximately 12 hours. - **Unity IAP package updates**: Approximately 8 hours. - **AR Foundation 6.x major API changes**: Approximately 20 hours. - **XR Interaction Toolkit 3.x refactoring**: Approximately 20 hours. - **Addressables updated for Unity 6 content pipeline**: Approximately 8 hours. - **UI Toolkit becomes recommended runtime UI solution**: Approximately 8 hours. #### Large-Gap Migrations (2019/2020 to Unity 6) - **Legacy Input Manager accumulated deprecations**: migrate to Input System package using action maps. Approximately 16 hours. - **uGUI accumulated compatibility changes**: rendering, event system, and TextMeshPro integration changes. Approximately 12 hours. ### Deprecated APIs Database - **UnityEngine.Input class**: deprecated in favour of the Input System package. Use InputAction and PlayerInput components. - **Built-in Render Pipeline**: in maintenance mode. Migrate to URP for most projects or HDRP for high-fidelity projects. - **Mono scripting backend for release builds**: deprecated for release builds on most platforms. Use IL2CPP for all release builds. - **UnityEngine.Analytics namespace**: removed. Use Unity Gaming Services Analytics SDK or a third-party provider. - **Legacy Text component**: deprecated in favour of TextMeshPro (TextMeshProUGUI for Canvas, TextMeshPro for world-space). - **ScriptableRenderPass.Execute() method**: deprecated in URP. Override RecordRenderGraph() instead. Use the RenderGraph API for all custom passes. - **Legacy Unity Ads API**: deprecated in favour of LevelPlay (formerly IronSource). - **UNet (Unity Networking)**: fully removed. Use Netcode for GameObjects, Mirror, or FishNet. - **Several built-in shader variables renamed**: check the Unity shader upgrade guide for renamed variables. ### Complexity Levels The tool produces a complexity rating: Simple, Moderate, Complex, or Major Overhaul, plus an effort estimate (1-2 days, 3-5 days, 1-2 weeks, 2-4 weeks, 1-2 months, 2+ months). ### Related Services and Resources - **Unity Game Development** (`/services/gamedevelopment`): Full-cycle Unity development from prototype to launch. - **Legacy Modernisation** (`/services/legacy-modernisation`): Upgrade legacy Unity projects, Flash games, and outdated codebases. - **Performance Optimisation** (`/services/performanceoptimization`): Profiling, frame rate improvements, and memory optimisation. - **Unity 6** (`/technologies/unity-6`): Learn about Unity 6 features, Render Graph, and GPU Resident Drawer. - **C#** (`/technologies/csharp`): Our C# expertise across Unity development and tooling. - **Game Engine Comparison** (`/resources/game-engine-comparison`): Compare Unity, Unreal, Godot, and other engines for your project. ### Frequently Asked Questions #### What does this tool check? The Unity Migration Checker analyses documented breaking changes, deprecated APIs, and feature-specific migration steps between Unity LTS versions. Based on your current version, target version, and selected features, it generates a report covering API changes that require code updates, render pipeline compatibility, package version requirements, and known compatibility issues with common third-party plugins. #### What does the tool not check? Your specific codebase. Custom systems, bespoke render passes, proprietary shaders, project architecture, third-party middleware not covered in Unity's compatibility matrix, and subtle behaviour changes not documented in Unity's release notes. For these, you need a manual review of your actual project. Our Unity modernisation service covers this. #### How accurate is the migration report? The report is based on Unity's official breaking change documentation and release notes. It catches the majority of common upgrade issues. However, every real migration also encounters project-specific issues such as custom code, undocumented behaviour differences, plugin edge cases, and data asset incompatibilities that no automated checker can predict. Treat the report as a strong starting point, not a complete list. #### What if my Unity version isn't listed? The tool supports Unity 2019 LTS through Unity 6.3 LTS. If you're on Unity 2018 or earlier, we recommend stepping through 2019 LTS first and running the checker from there. Projects on 2017 or earlier have additional considerations beyond what any automated tool can assess; contact us for a manual audit. #### Does the tool handle custom render pipelines or custom shaders? It flags render pipeline changes at the package level (Built-in, URP, HDRP). Custom SRP implementations and hand-written shaders need manual review. The report will warn you where custom code is likely affected, but the specifics depend on your code. #### Is my project data stored? No. The tool runs entirely in your browser. The versions, features, and options you select are not sent to any server or logged. #### What should I do with the migration report? Three paths, depending on your situation. If you have a small gap and a capable team, use the report as your migration checklist and do the work in-house. If you're scoping a larger effort, share the report with your team as input for timeline and budget planning. If you have a live project or complex codebase, send us the report as the starting point for a professional migration audit. Our Unity modernisation service takes over from where the checker leaves off. Need an expert assessment of your Unity migration? Get a Free Consultation. --- ## Game Development Brief Builder Canonical URL: https://oceanviewgames.co.uk/resources/game-development-brief-builder A clear brief saves weeks of back-and-forth and gets you more accurate quotes. Answer the questions below and we'll generate a structured project brief you can download as a PDF or send directly to us. Takes about 10 minutes. No sign-up required. ### Brief Sections The brief builder walks through ten sections: 1. Project Overview 2. Game Details 3. Platforms 4. Features and Scope 5. Technical Requirements 6. Budget 7. Timeline 8. Your Team 9. Additional Context 10. Contact Details ### Section 1: Project Overview Project name, description, and current stage of development. **Project Stage Options:** - Just an idea, nothing built yet - I have a game design document (GDD) - I have concept art or visual references - I have a playable prototype - I have a partially built game that needs finishing - I have a finished game that needs porting or updating - Other **Help Type Options:** - Full game development (end to end) - Co-development (augment my existing team) - Game design and prototyping only - Art and animation - Programming and engineering only - Porting to a new platform - Performance optimisation - Multiplayer / networking - Monetisation implementation - QA and testing - Live ops and post-launch support - Code review or technical audit - Other ### Section 2: Game Details **Genre Options:** - Casual / Hyper-casual - Puzzle - Platformer - Action / Shooter - RPG - Strategy / 4X - Simulation / Tycoon - Racing - Card / Board game - Educational / Serious game - Narrative / Visual novel - MMO / Large-scale multiplayer - Sports - Horror - Sandbox / Open world - Other **Audience Options:** - Children (under 13) - Teens (13 to 17) - Adults (18 to 35) - Adults (35+) - All ages - Not sure yet **Art Style Options:** - 2D pixel art - 2D hand-drawn / illustrated - 2D vector / clean / minimalist - 3D stylised (e.g. low poly, cartoon) - 3D realistic - 3D photorealistic - Mixed 2D and 3D - I need guidance on this - Other **Existing Art Status:** - Yes, final production art is ready - Yes, concept art and visual references - Some rough ideas but nothing produced - No, I need everything created from scratch **Multiplayer Mode:** - Single player only - Local multiplayer (same device) - Online multiplayer (small scale, 2 to 8 players) - Online multiplayer (large scale, 50+ players) - MMO-scale - Both single player and multiplayer - Not sure yet ### Section 3: Platforms **Platform Options:** iOS, Android, PC (Steam), Web / Browser (WebGL), Nintendo Switch, PlayStation, Xbox, Not sure yet. **Cross-platform Play:** Yes (different platforms need to play together), No (separate player bases per platform are fine), or Not sure yet. ### Section 4: Features and Scope **Feature Options:** - Multiplayer networking - Matchmaking - Leaderboards - Cloud save - In-app purchases - Ad integration - Analytics and tracking - Localisation (multiple languages) - Accessibility features - Procedural generation - AI / NPC behaviour - Physics-based gameplay - User-generated content - Social features (friends, chat, guilds) - Live ops / seasonal content - Achievements / trophies - Tutorial / onboarding system - Custom level editor - Controller support - VR / AR support - Offline play - None of these / not sure yet **Content Volume:** - Minimal (endless, procedural, or very short experience) - Small (10 to 20 levels or 1 to 5 hours of content) - Medium (20 to 50 levels or 5 to 20 hours of content) - Large (50+ levels or 20+ hours) - Ongoing (live-service with regular content updates) - Not sure yet ### Section 5: Technical Requirements **Existing Codebase:** - No, starting from scratch - Yes, a Unity project - Yes, a project in another engine - Yes, but it's in poor condition and may need rebuilding **Engine Preference:** Unity, Unreal Engine, Godot, No preference (open to recommendation), Other. ### Section 6: Budget **Budget Ranges:** Under £10,000; £10,000 to £25,000; £25,000 to £50,000; £50,000 to £100,000; £100,000 to £250,000; £250,000+; Prefer not to say; I need help estimating this. **Payment Models:** Fixed price (milestone-based payments); Time and materials (hourly/daily rate); Monthly retainer; No preference; Not sure what these mean. **Payment Model Explanation:** Fixed price means you agree a total cost upfront, broken into milestone payments. You know exactly what you are paying but scope changes can be costly. Time and materials means you pay an hourly or daily rate for the work done. More flexible for evolving projects but less cost certainty. Monthly retainer means you reserve a set amount of development capacity each month. Good for ongoing or live-service projects. ### Section 7: Timeline **Launch Timeline:** As soon as possible, Within 3 months, Within 6 months, Within 12 months, No fixed deadline, Specific date. **Development Started:** No (day one), Less than 3 months in, 3 to 12 months in, Over a year in, Started by another team and we need someone to take over. ### Section 8: Your Team **Role Options:** Founder / CEO, Game designer, Producer / project manager, Developer / engineer, Artist, Marketing, Publisher, Investor, Student / academic, Other. **Team Size:** No team (need a studio to handle everything), Small team (1 to 3), Medium team (4 to 10), Large team (10+). **Team Skills Already Have:** Programming / engineering, Art / animation, Game design, Audio / music, QA / testing, Production / project management, Marketing, Backend / server infrastructure. **Skills Needed From Studio:** Senior Unity engineering, Gameplay programming, Networking / multiplayer, Performance optimisation, UI / UX implementation, Art direction, Technical art, QA and testing, Project management, Other. ### Section 9: Additional Context Free-text fields for additional context and reference documents. ### Section 10: Contact Details Name, email, company, website, and how you found Ocean View Games (Google search, Social media, Recommendation, Returning client, Other). ### What Makes a Good Brief? A good brief does not need to be long. It needs to be clear. The most useful briefs we receive answer three questions well: what is the game, who is it for, and what do you need from a studio. Reference games are the single most effective thing you can include. Saying "similar gameplay to Monument Valley but with a crafting system" communicates more in one sentence than three paragraphs of description. Studios use references to quickly understand your vision and identify the technical and design challenges involved. Being upfront about budget is one of the most common hesitations we see, but it helps rather than hurts you. Without a budget range, studios either guess conservatively (and propose less than you wanted) or ambitiously (and waste everyone's time with an unaffordable proposal). A clear range lets studios scope a proposal that fits your constraints and tell you honestly what is achievable within them. The other thing that separates strong briefs from weak ones is clarity about what you need from a studio versus what you are handling internally. If you have an art team but need engineering, say so. If you need everything from concept to launch, say that. The more clearly you define the boundary, the more accurate the proposal will be. ### Our Services Whatever your brief calls for, we have the team and experience to deliver. - **Unity Game Development** (`/services/gamedevelopment`): Full-cycle Unity development from prototype to launch. - **2D Game Development** (`/services/2d-game-development`): 2D games from concept art through to store submission. - **Co-Development** (`/services/codevelopment`): Embed our senior engineers directly in your team. - **Mobile Game Development** (`/services/mobile`): Building a mobile game? See our iOS and Android service for new builds, ports, and performance work. - **Educational Games** (`/services/educationalgames`): Gamified learning apps for institutions and publishers. - **Live Ops and Monetisation** (`/services/monetization`): IAP integration, ad mediation, virtual economy design, and analytics. ### Related Resources - **Game Development Cost Estimator** (`/resources/game-development-cost-estimator`): Get an instant budget estimate for your game project. - **Game Development Timeline Estimator** (`/resources/game-development-timeline-estimator`): Phase-by-phase timeline estimate based on scope and team size. - **Game Development Cost Guide** (`/resources/game-development-cost`): Detailed breakdown of costs by genre, platform, and production category. - **How to Choose a Game Development Studio** (`/resources/choosing-a-game-development-studio`): What to look for, red flags to avoid, and the right questions to ask. - **Game Development Process** (`/resources/game-development-process`): How we work, from discovery and scoping through agile development and launch. - **Monetisation Strategy Picker** (`/resources/game-monetisation-strategy`): Find the right revenue model for your game type and audience. - **How We Work** (`/how-we-work`): Our process from discovery and scoping through agile development and launch. ### Frequently Asked Questions #### What should a game development brief include? A good brief covers the game concept, target platforms, genre, art style, key features, multiplayer requirements, budget range, timeline, and what you need from a development partner. Reference games and any existing assets (design documents, concept art, prototypes) are also extremely helpful. Our brief builder walks you through all of these systematically so you do not miss anything important. The more detail you provide, the more accurate and useful the proposals you receive will be. #### How detailed should a game development RFP be? Detailed enough that a studio can scope the project without guessing, but not so detailed that it takes weeks to write. A brief covering the areas in our builder (concept, genre, platforms, features, budget, timeline, team) is typically 2 to 4 pages and gives studios everything they need for an initial proposal. You do not need to have every design decision finalised. It is perfectly fine to say "not sure yet" on specific questions. The goal is to give studios enough context to advise you and propose a realistic scope. #### Should I share my budget with game development studios? Yes. This is one of the most common questions we hear, and the answer is almost always yes. Sharing your budget range does not mean studios will inflate their proposal to match it. It means they can tell you honestly what is achievable within your budget and propose a scope that fits. Without a budget range, you will receive proposals that are either too conservative or too ambitious, wasting time on both sides. If you are unsure about your budget, our cost estimator can help you establish a realistic range before writing your brief. #### How long should a game development brief be? Most effective briefs are 2 to 4 pages. The brief our tool generates is typically in this range. Longer is fine if the additional detail is genuinely useful (for example, a detailed game design document as an attachment), but a 20-page brief that repeats the same information in different ways is harder to work with than a concise one that covers the essentials clearly. Focus on what the studio needs to know to scope the project, not on selling your vision. The vision conversation happens on the first call. #### What is the difference between an RFP and a brief? In practice, they are used interchangeably in the games industry. Technically, an RFP (Request for Proposal) is a formal document inviting studios to submit proposals for a defined project, often used by larger organisations with procurement processes. A brief is a less formal project description used to initiate conversations with studios. For most indie developers, startups, and small-to-mid-sized companies, a brief is all you need. Our tool generates a document that works as either. #### Can I send my brief to multiple studios? Absolutely. That is one of the reasons we built this tool with a "Copy as Text" option and a free PDF download. We want your brief to be useful regardless of which studio you choose to work with. Sending the same structured brief to multiple studios also makes it easier to compare proposals, because every studio is responding to the same clearly defined scope. We recommend reaching out to 2 to 4 studios and comparing their approaches, timelines, communication style, and cultural fit alongside cost. Ready to discuss your brief with us? Whether you've sent your brief through the tool or you'd like to talk it through first, we're happy to help. Get in Touch. --- ## Game Engine Comparison Canonical URL: https://oceanviewgames.co.uk/resources/game-engine-comparison Choosing the wrong engine costs months. Answer a few questions about your game and we'll recommend the best fit based on your platform, genre, team, and budget. No sign-up required. ### Comparison Questions The tool weighs answers across eight dimensions: #### 1. Primary target platform - Mobile (iOS / Android) - PC / Steam - Console (PlayStation / Xbox / Switch) - Web / Browser (WebGL) - Cross-platform (multiple) - VR / AR #### 2. Type of game - 2D platformer, puzzle, or casual - 2D RPG or strategy (complex systems) - 3D action, adventure, or shooter - 3D open world or AAA-quality - MMORPG or large-scale multiplayer - Educational or serious game - Hyper-casual / ad-funded #### 3. Team experience level - New to game development - Some experience (shipped 1 to 2 games) - Experienced (shipped multiple titles) - Large studio with dedicated engine team #### 4. Primary coding language - C# - C++ - GDScript / Python-like - GML (GameMaker Language) - No coding experience yet - Multiple languages / flexible #### 5. Visual fidelity importance - Stylised, minimalist, or pixel art - Good quality but not photorealistic - High fidelity, realistic rendering - Photorealistic / cinematic #### 6. Approximate budget - Under £10,000 - £10,000 to £50,000 - £50,000 to £200,000 - £200,000+ #### 7. Multiplayer needs - No, single player only - Local multiplayer (same device / couch co-op) - Online multiplayer (small scale, 2 to 8 players) - Online multiplayer (large scale, 50+ players) - MMO-scale (hundreds or thousands) #### 8. Community and ecosystem importance - Very important (need tutorials, assets, plugins) - Somewhat important - Not important (self-sufficient) ### Engine Profiles #### Unity - **Licence:** Free (Personal) / Plus / Pro / Enterprise - **Languages:** C# - **Strengths:** Mobile, 2D, and 3D development; cross-platform support (25+ targets); largest asset store and plugin ecosystem; massive community and hiring pool. - **Best for:** Mobile games, educational titles, indie to mid-scale, VR, cross-platform projects. - **Considerations:** Revenue-based pricing tiers at higher scales; 3D rendering requires more setup than Unreal for photorealism. #### Unreal Engine - **Licence:** Free until $1M revenue, then 5% royalty - **Languages:** C++, Blueprints (visual scripting) - **Strengths:** Photorealistic rendering (Nanite, Lumen, MetaHuman); strong console and PC tooling; full engine source access; built-in cinematic and animation tools. - **Best for:** AAA-quality 3D, open world, cinematic, PC and console titles. - **Considerations:** Steep learning curve, especially for C++; heavy editor and long compile times; mobile support is less mature than Unity's; 5% royalty above $1M revenue. #### Godot - **Licence:** MIT (completely free, no royalties ever) - **Languages:** GDScript, C#, C++ - **Strengths:** Lightweight and fast to iterate with; fully open source with no licence fees; excellent dedicated 2D engine; growing community and improving rapidly. - **Best for:** 2D games, small 3D projects, solo developers, prototyping, budget-constrained projects. - **Considerations:** Smaller ecosystem and fewer tutorials than Unity or Unreal; 3D pipeline is less mature; limited console export support (requires third-party tools). #### GameMaker - **Licence:** Free (limited exports) / Creator / Indie / Enterprise - **Languages:** GML (GameMaker Language) - **Strengths:** Fastest 2D prototyping workflow; very beginner-friendly; proven track record with indie hits; integrated sprite editor and room designer. - **Best for:** 2D pixel art games, rapid prototyping, solo developers, game jams. - **Considerations:** Very limited 3D support; less scalable for complex large-scope projects; smaller professional ecosystem. #### Custom / In-house Engine - **Licence:** N/A - **Languages:** Any (typically C++ or Rust) - **Strengths:** Total control over every system; no third-party dependencies or royalties; optimised for your specific use case; full ownership of all technology. - **Best for:** Large studios with engine teams, highly specialised requirements, studios with existing proprietary engines. - **Considerations:** Enormous upfront development cost; ongoing maintenance and tooling burden; much harder to recruit developers; no existing asset marketplace. ### Recommendation Labels Results are scored as: Excellent fit (80%+), Good fit (60%+), Possible but not ideal (40%+), or Not recommended for this project (under 40%). ### Our Services Whatever engine you choose, we can help you build, optimise, and ship your game. - **Unity Game Development** (`/services/gamedevelopment`): Full-cycle Unity development from prototype to launch. - **2D Game Development** (`/services/2d-game-development`): 2D games from concept art through to store submission. - **Mobile Porting and Optimisation** (`/services/mobile`): Bring your game to iOS and Android with optimal performance. - **Educational Games** (`/services/educationalgames`): Gamified learning apps for institutions and publishers. - **Performance Optimisation** (`/services/performanceoptimization`): Profiling, frame rate improvements, and memory optimisation. - **Co-Development** (`/services/codevelopment`): Embed our senior engineers directly in your team. ### Related Resources - Game Development Cost Estimator (`/resources/game-development-cost-estimator`) - Game Development Timeline Estimator (`/resources/game-development-timeline-estimator`) - Monetisation Strategy Picker (`/resources/game-monetisation-strategy`) - Unity Migration Checker (`/resources/unity-migration-checker`) - Picking the Right Game Engine, blog post (`/blog/posts/unity-vs-godot-vs-unreal-2026`) - Unity 6 Technology (`/technologies/unity-6`) - C# Technology (`/technologies/csharp`) - Unity Game Development (`/technologies/unity`) ### Frequently Asked Questions #### Which game engine is best for mobile games? Unity is the most widely used engine for mobile game development, and for good reason. The right choice depends on your game's complexity, art style, and whether you need features like multiplayer or cross-platform play. - **Unity** has a mature, well optimised mobile pipeline, supports iOS and Android from a single codebase, and powers the majority of top-grossing mobile games. - **Godot and GameMaker** are viable for simpler 2D mobile titles with lower overhead. - **Unreal Engine** supports mobile but is generally better suited to high-fidelity PC and console projects. Our comparison tool above weighs these factors for your specific project. #### Is Unity or Unreal better for indie games? It depends on the type of game. - **Unity** is more versatile for indie developers: it handles 2D and 3D equally well, has lower hardware requirements, uses C# (easier to learn than C++), and has the largest asset store and community. - **Unreal Engine** is the stronger choice for high-fidelity 3D graphics, with industry-leading rendering (Nanite, Lumen). However, its editor is heavier, its learning curve is steeper, and its 5% royalty above $1M revenue is a consideration. For most indie projects, particularly 2D games, mobile titles, and small-to-mid-scope 3D games, Unity offers the fastest path to release. #### Is Godot ready for commercial games? Godot has matured significantly with version 4 and is capable of shipping commercial 2D games and smaller 3D projects. Its MIT licence means no royalties or fees ever, which makes it attractive for budget-constrained projects. Several commercial titles have shipped on Godot successfully. However, its ecosystem is still smaller than Unity's or Unreal's: fewer tutorials, fewer plugins, a smaller asset library, and limited console support. For large-scale 3D games, multiplayer titles, or projects targeting console platforms, Unity or Unreal remain more production-proven choices. Godot is an excellent option for solo developers, 2D-focused projects, and teams that value open-source flexibility. #### Can I switch game engines mid-project? Switching engines mid-project is possible but extremely costly. It typically means rebuilding gameplay systems, re-importing and re-configuring art assets, rewriting shaders and materials, and re-implementing platform-specific features from scratch. In most cases, switching engines mid-production costs more than the work already completed. If you are considering a switch, it is almost always better to finish the current project in the existing engine and switch for the next one. The exception is very early-stage projects (pre-production or early prototype) where the switch can be made before significant work has been invested. If you are unsure whether your current engine is right, our technical audit service can assess your project and advise whether switching is justified. #### Do I need to know programming to use a game engine? It depends on the engine and the complexity of your game. - **Unreal Engine** offers Blueprints, a visual scripting system that lets you build gameplay logic without writing code. - **GameMaker and Godot** both have relatively beginner-friendly scripting languages. - **Unity** requires C# programming for anything beyond basic prototyping. However, for any commercially viable game, some programming knowledge is needed regardless of engine. Visual scripting tools are excellent for prototyping and simple games, but complex systems, networking, optimisation, and platform-specific features require code. If your team lacks programming skills, working with a development studio is the most reliable path to a polished, shippable product. #### How much does it cost to use each game engine? Licensing costs vary significantly. - **Unity** is free under the Personal plan for revenue under $200K, with paid tiers above that and a runtime fee structure introduced with Unity 6. - **Unreal Engine** is free until your game earns $1M in gross revenue, after which Epic takes a 5% royalty. - **Godot** is completely free with no royalties under its MIT licence. - **GameMaker** has a free tier with limitations and paid subscription plans for full features and platform exports. - **Custom engines** have no licensing cost but require enormous upfront development investment. Beyond licensing, consider ecosystem costs: asset store purchases, plugin licences, middleware, and hosting. For most studios, the engine licence cost is a small fraction of total development spend. Chosen your engine and ready to start building? Get a Free Consultation. --- ## Porting Feasibility Checker Canonical URL: https://oceanviewgames.co.uk/resources/porting-feasibility-checker Porting a game to a new platform is rarely as simple as pressing "build." Input size, resolution differences, certification requirements, and platform-specific features all affect the scope. Answer a few questions and we'll estimate the feasibility, cost, timeline, and likely challenges for your port. ### Inputs #### Source Platform PC (Windows), PC (Mac), iOS, Android, Nintendo Switch, PlayStation (PS4/PS5), Xbox (One / Series X|S), Web / Browser, Multiple Platforms (Primary). #### Target Platforms (multi-select) iOS, Android, PC (Steam), Nintendo Switch, PlayStation (PS4/PS5), Xbox (One / Series X|S), Web / Browser (WebGL). #### Engine Unity, Unreal Engine, Godot, GameMaker, Custom / Proprietary, Not Sure. #### Dimensionality 2D, 3D, 2.5D (mix of both). #### Game Complexity - **Simple:** Hyper-casual, single mechanic, minimal UI (2 to 4 weeks base). - **Moderate:** Multiple mechanics, menus, progression, saves (4 to 8 weeks). - **Complex:** Deep systems, large content, custom shaders, advanced AI (8 to 16 weeks). - **Very Complex:** MMO, open world, heavy networking, extensive content (16 to 30 weeks). #### Multiplayer / Online Features - No, fully offline (no addition). - Leaderboards and cloud saves only (+1 to 2 weeks). - Online multiplayer (peer-to-peer) (+2 to 4 weeks). - Online multiplayer (dedicated servers) (+3 to 6 weeks). - MMO-scale (+6 to 12 weeks). #### Platform-Specific Features - Platform-Specific APIs (Game Center, Google Play Services, Steam API, Trophies, Achievements): +1 to 2 weeks. - Platform-Specific Controllers / Input (Joy-Con, DualSense haptics, touch controls): +1 to 3 weeks. - Platform-Specific Social Features (Steam Workshop, PlayStation Activities): +1 to 2 weeks. - Platform-Specific Payment / IAP: +1 to 2 weeks. - Motion Controls or Gyroscope (accelerometer, gyro aiming, tilt): +1 to 2 weeks. - None of the above. #### Hardware Target High-End (recent gaming PC, PS5, Series X), Mid-Range (average PC, PS4 Pro, Series S), Low-End (budget PC, older hardware), Mobile (Recent: iPhone 12+, recent Android), Mobile (Older: iPhone 8 era, budget Android), Not Sure. #### Source Code Access - Full source code and all assets (multiplier 1.0). - Source code but third-party middleware (e.g. Wwise, SpeedTree, Havok) (multiplier 1.15). - Partial (locked plugins or SDKs) (multiplier 1.3). - No source code available (rebuild required). #### Localisation - Single language. - 2 to 5 languages (+1 to 2 weeks). - 6 to 15 languages (+2 to 4 weeks). - 15+ languages (+3 to 6 weeks). - Japanese localisation needed (for Switch/PlayStation Japan, specific QA requirements) (+1 to 2 weeks). ### Feasibility Ratings - Straightforward (under 6 weeks) - Moderate (6 to 16 weeks) - Complex (16 to 30 weeks) - Very Complex / Risky (30+ weeks) - Not Recommended (no source code available) ### Cost Range Mapping - Up to 4 weeks: £5,000 to £15,000 - Up to 8 weeks: £15,000 to £40,000 - Up to 16 weeks: £40,000 to £80,000 - Up to 30 weeks: £80,000 to £150,000 - 30+ weeks: £150,000+ ### Common Technical Challenges by Source-Target Path #### PC to Mobile - Input system rebuild (mouse/keyboard to touch) - UI redesign for small screens - Performance optimisation for mobile GPUs - Memory management (mobile has far less RAM) - Battery and thermal management - App Store or Google Play compliance - Shader simplification for mobile GPUs (3D titles) - Significant graphics downscaling required for high or mid-tier hardware #### PC to Console - Controller input mapping and UI adaptation - Switch: Tegra X1 performance optimisation, 4GB shared RAM, docked vs handheld resolution, Joy-Con and handheld mode support, Nintendo Lotcheck certification. - PlayStation: TRC certification, DualSense controller integration (haptics, adaptive triggers), Activities and trophy implementation. - Xbox: XR certification, Xbox controller integration, achievements and Xbox Live, Smart Delivery for Series X|S and Xbox One. #### PC to Web - File size constraints - Memory limitations (browser tab caps) - No native file system access - Audio handling differences in browsers - Shader compatibility (WebGL 2.0 limitations) - No persistent local storage guarantees - 3D rendering performance significantly lower than native #### PC to Steam - Steamworks SDK integration (achievements, cloud saves, leaderboards) - Steam Deck compatibility testing and input profile - Steam store page, build upload, and review process - Workshop or mod support considerations #### Mobile to PC - Input remapping (touch to mouse/keyboard, controller support) - UI scaling for larger screens and higher resolutions - Resolution and aspect ratio support (ultrawide, multi-monitor) - Steam API integration (achievements, cloud saves) - Monetisation model may need rethinking (mobile F2P to PC premium) #### Mobile to Console - Controller input implementation - Higher performance expectations on console - Potential monetisation model change - Console certification (Lotcheck, TRC, XR) and platform features as listed above. #### Mobile to Web - Input remapping (touch to mouse/keyboard) - File size optimisation for web delivery - Browser audio API differences - No guaranteed persistent local storage - Monetisation integration changes (no native IAP in browsers) #### Console to PC - Mouse/keyboard input mapping alongside controller support - Variable resolution and aspect ratio support - Graphics settings menu (console games often have fixed settings) - Steam API integration (achievements, cloud saves, workshop) - Anti-cheat considerations - Platform API migration (trophies/achievements to Steam achievements) #### Console to Mobile - Touch input implementation (full rethink of control scheme) - UI redesign for small screens - Major performance optimisation for mobile hardware - Memory and thermal management - Potential monetisation model change - Shader simplification and LOD rework (3D titles) - App Store / Google Play compliance #### Console to Console (cross-port) - Switch: significant performance optimisation, 4GB shared RAM, docked vs handheld resolution, Lotcheck. - PlayStation: TRC, DualSense, trophies. - Xbox: XR, achievements, Smart Delivery. - Platform API migration (achievements, cloud saves, friends lists). #### Console to Web - Massive performance reduction - File size constraints - Memory limitations in browser - Input remapping to mouse/keyboard - Shader and rendering pipeline rework for WebGL 2.0 - No native file system or persistent storage #### Web to Other Platforms - Web to Mobile: native packaging and store compliance, touch input refinement, native performance APIs, push notifications. - Web to PC: native desktop build and distribution, file system access and saves, higher resolution and performance expectations, controller support. - Web to Console: full native rebuild likely required, certification, controller and platform APIs, performance and memory. #### Engine-Specific Notes - Custom or unknown engine: no built-in cross-platform abstraction; every platform API implemented manually; significantly higher porting effort; sometimes more cost-effective to rebuild in Unity or Unreal. - GameMaker to console: requires a separate GameMaker Console licence. - Godot to console: limited official console support; third-party solutions needed. ### Warnings - **No source code:** Porting may not be feasible without source code. A full rebuild may be necessary. Consider our legacy modernisation service. - **Middleware:** Each plugin needs its own platform licence and compatibility check. Common issues include Wwise requiring a separate console licence, analytics SDKs not supporting all platforms, and ad mediation SDKs being mobile-only. Audit every third-party dependency before beginning the port. ### Porting Case Studies - **Porting an MMO to Mobile** (`/case-studies/mobile-game-porting-ui-optimization`): How we adapted a complex MMORPG for mobile with UI optimisation and performance tuning. - **Flash to HTML5 Modernisation** (`/case-studies/educational-game-modernization-fire-of-london`): Rebuilding a Flash educational game for modern browsers with full feature parity. ### Our Porting Services From PC-to-mobile ports to engine-to-Unity rebuilds, every porting engagement starts with a fixed-scope feasibility audit. - **Mobile Game Development** (`/services/mobile`): Port your game to iOS and Android with touch UX redesign, performance tuning, and store submission. - **Game Porting** (`/services/game-porting`): PC and mobile porting with a fixed-scope feasibility audit first. - **Legacy Modernisation** (`/services/legacy-modernisation`): Rebuild Flash, Java, or legacy titles in Unity for modern platforms. - **Performance Optimisation** (`/services/performanceoptimization`): Frame rate, memory, load times, and thermal optimisation for any platform. - **Unity Game Development** (`/services/gamedevelopment`): Full-cycle Unity development from prototype to launch. - **QA and Testing** (`/services/qa-testing`): Device testing, performance profiling, and regression suites. ### Related Resources - Game Development Cost Estimator (`/resources/game-development-cost-estimator`) - Timeline Estimator (`/resources/game-development-timeline-estimator`) - Platform Readiness Checklist (`/resources/platform-readiness-checklist`) - Unity Migration Checker (`/resources/unity-migration-checker`) - Game Development Cost Guide (`/resources/game-development-cost`) - Game Development Timeline Guide (`/resources/game-development-timeline`) - Porting Cost Estimator (`/resources/porting-cost-estimator`) ### Frequently Asked Questions #### What does this tool check? The Porting Feasibility Checker estimates the complexity, cost range, timeline, and likely technical challenges for porting your game to a new platform. Based on your source and target platforms, engine, game complexity, networking model, platform-specific features, hardware tier, source code access, and localisation needs, it generates a feasibility report covering the main risk areas and effort estimate for the port. #### What does the tool not check? Your specific codebase. Custom middleware, bespoke engine work, third-party plugin compatibility with the target platform's SDK, licensed content transfer rights, and platform-specific certification edge cases. For a real port, these need a manual audit. Our Game Porting service covers this, and our Unity Modernisation service handles cases where the source is on an older Unity version that needs upgrading before the port. #### How accurate is the feasibility report? The report is based on typical porting effort patterns across hundreds of real projects. It catches the common risk factors (engine compatibility, hardware constraints, certification requirements, input redesign) and gives a reasonable range for effort and timeline. It cannot predict project-specific issues like proprietary middleware, unusual dependencies, or edge cases that only surface during a detailed code review. Treat the report as a scoping starting point, not a quote. #### Can I port a game without access to source code? Technically, a pure port requires source. Without it, the only path forward is a rebuild, where we reconstruct the game in a modern engine using the original as specification. This is significantly more involved than a port but is sometimes the only option for legacy titles. Our Unity modernisation service specialises in this type of project. #### What if my source platform or target isn't listed? The tool covers the most common source and target combinations. If your specific scenario isn't represented (for example, an unusual mobile-to-console path, or a port involving VR platforms or Steam Deck specifically), the report's accuracy will be limited. Contact us for a manual feasibility assessment. #### Is my project data stored? No. The tool runs entirely in your browser. The platforms, engine, complexity, and other options you select are not sent to any server or logged. #### What should I do with the feasibility report? Three paths, depending on your situation. If the report suggests a low-complexity port and you have a capable team, use it as scoping input and do the work in-house. If it suggests a moderate-complexity port and you're weighing options, share the report with your team for timeline and budget planning. If it suggests a complex port or flags significant risks, send us the report as the starting point for a professional feasibility audit. Our game porting service takes over from where the tool leaves off. Need a detailed scoping assessment for your port? Get a Free Consultation. --- ## Technical Debt Calculator Canonical URL: https://oceanviewgames.co.uk/resources/technical-debt-calculator How much technical debt is lurking in your game project? Answer a few questions about your codebase and get an assessment with prioritised recommendations. ### What Is Technical Debt in Games? Technical debt is the accumulated cost of shortcuts, deferred maintenance, and architectural compromises in a codebase. In games, it manifests as longer build times, higher bug rates, slower iteration, difficulty onboarding new team members, and eventually, features that cannot be built because the foundation will not support them. Technical debt is not always bad. Every project makes trade-offs to meet deadlines. The problem is when debt accumulates unmanaged and starts slowing the team down. Knowing how much debt you have is the first step to managing it. ### Assessment Questions The calculator scores 12 questions across five categories. #### Codebase Age and History - How old is your codebase? Less than 1 year, 1 to 3 years, 3 to 5 years, 5+ years. - How many developers have worked on it? 1 to 2, 3 to 5, 6 to 10, 10+. - Has the project pivoted direction? No, Once, Multiple times. #### Engine Health - Unity version: Unity 6 (current LTS), Unity 2022 LTS, Unity 2021 LTS, Unity 2020 or older, Not Unity (other engine). - Render pipeline: URP, HDRP, Built-in Render Pipeline, Not sure, N/A (not Unity). - Deprecated API warnings: None, A few (under 20), Many (20 to 100), We have stopped looking. #### Architecture and Code Quality - Test coverage: Comprehensive, Some tests for critical systems, Minimal or no tests. - Architecture state: Clean separation of concerns and well-documented; Mostly organised but some areas messy; Significant tightly-coupled or "spaghetti" code; We are afraid to touch large parts of the codebase. - Onboarding time: Less than a week, 1 to 2 weeks, 2 to 4 weeks, A month or more. #### Build Pipeline - Build time: Under 5 minutes, 5 to 15 minutes, 15 to 30 minutes, 30+ minutes. - Build break frequency: Rarely (monthly or less), Occasionally (weekly), Frequently (multiple times a week), Almost daily. #### Performance and Stability - Performance issues: No known issues, A few minor issues, Significant issues affecting player experience, Critical issues blocking release or causing negative reviews. ### Debt Levels - **Low Debt** (0 to 25%): Project is in good shape. Regular maintenance should keep it healthy. - **Moderate Debt** (26 to 50%): Some areas need attention. Targeted refactoring would improve velocity and stability. - **High Debt** (51 to 75%): Technical debt is likely slowing your team and increasing defect rates. A structured remediation plan is recommended. - **Critical Debt** (76 to 100%): The codebase has serious structural issues. A technical audit before further development would save significant time and cost. ### How We Calculate the Score #### Weighted Scoring Architecture and code quality issues are weighted highest because they affect every aspect of development. Engine version and deprecated APIs are weighted high because they represent a ticking clock as older versions eventually lose support. #### Category Breakdown Scores are broken down across five categories: Codebase Age, Engine Health, Architecture, Build Pipeline, and Performance. This helps you identify which areas carry the most debt and where to focus remediation efforts. #### Prioritised Recommendations The tool generates specific recommendations based on your highest-scoring categories. These are actionable next steps, not generic advice, tailored to the specific combination of issues your project faces. ### Sample Recommendations - **Engine Health:** "Your Unity version is two or more major releases behind. Migration to Unity 6 would resolve deprecated API warnings and unlock performance improvements. See our Unity Migration Checker." - **Render pipeline:** "The Built-in Render Pipeline is legacy. Migrating to URP would improve performance, give access to modern shader features, and reduce long-term maintenance burden." - **Deprecated APIs:** "Deprecated API warnings accumulate silently until an engine upgrade forces the issue. Resolving them incrementally is far cheaper than a bulk migration." - **Architecture:** "Tightly-coupled architecture compounds every other form of debt. Targeted refactoring of the most-changed modules would yield the highest return on velocity." - **Test coverage:** "Lack of automated testing in a codebase with multiple contributors creates compounding risk. Adding tests to critical gameplay and networking systems first provides the highest return." - **Onboarding:** "Month-long onboarding signals documentation and architectural clarity issues. Investing in architecture documentation and code guides pays for itself within two hires." - **Build time:** "Your build time exceeds 15 minutes. This is a significant drag on iteration speed. Build pipeline optimisation typically involves Addressables configuration, assembly definition restructuring, and asset import settings." - **Build breaks:** "Frequent build breaks indicate CI/CD pipeline issues. Adding pre-commit validation, automated tests on pull requests, and build smoke tests would stabilise your pipeline." - **Codebase age:** "An older codebase with many contributors and direction changes naturally accumulates debt. A structured audit to identify the highest-impact refactoring targets is more effective than incremental cleanup." - **Performance:** "Unresolved performance issues compound over time as new features add further load. Deep profiling with Unity Profiler and Memory Profiler to identify root causes should be prioritised before adding new features." ### What You Can Do About It #### Self-Remediation If your score is moderate, targeted refactoring during regular sprints can address the worst areas. Prioritise the categories where you scored highest. #### Technical Audit If your score is high or critical, a professional audit identifies the specific files, systems, and architectural patterns causing the most drag. #### Modernisation Project If the codebase needs significant structural work (engine migration, architecture overhaul, render pipeline upgrade), a dedicated modernisation engagement may be more cost-effective than incremental fixes. ### Related Services Turn your assessment into action. We offer technical audits and modernisation services. - **Technical Audit** (`/services/technical-audit`): Professional code review and architecture assessment for your game project. - **Legacy Modernisation** (`/services/legacy-modernisation`): Engine upgrades, Flash rebuilds, and codebase rescue for legacy projects. - **Performance Optimisation** (`/services/performanceoptimization`): Deep profiling and targeted optimisation for frame rate, memory, and thermal issues. - **Co-Development** (`/services/codevelopment`): Embed our senior engineers directly in your team to tackle debt alongside features. ### Related Resources - Unity Migration Checker (`/resources/unity-migration-checker`) - Game Development Cost Estimator (`/resources/game-development-cost-estimator`) ### Frequently Asked Questions #### Is this tool accurate? It provides a directional assessment based on common indicators of technical debt. A professional audit examines your actual code, profiling data, and build pipeline for precise findings. #### My score is high. Does that mean the project is doomed? No. Every long-running game project accumulates debt. A high score means you should invest in remediation before it compounds further. Many of our best engagements start with high-debt projects. #### How much does it cost to fix technical debt? It depends on the severity and scope. A targeted refactoring sprint might take 2 to 4 weeks. A full modernisation project could take months. Use our cost estimator for a ballpark. #### Can you fix technical debt in a live game without disrupting players? Yes, this is a common requirement. We handle live game maintenance for Domi Online, including Unity version migrations and architecture improvements, without player-facing downtime. Want a professional assessment? Our technical audits go deeper than any calculator. Learn About Technical Audits or Get in Touch. --- ## Game Development Glossary Canonical URL: https://oceanviewgames.co.uk/resources/game-development-glossary Essential terminology for game developers, studios, and stakeholders. Every term explained in plain language, with links to our relevant services. ### Development Models **Agile**: An iterative development methodology that breaks work into short cycles (sprints) with regular reviews and adaptation. Widely adopted in game development because it accommodates the frequent design changes inherent in creative projects. Contrast with waterfall, where requirements are fixed upfront. **Backlog**: A prioritised list of features, bugs, and tasks that a development team plans to work on. Managed by the product owner and refined regularly. Items near the top are well-defined and ready for the next sprint; items lower down may be rough ideas awaiting further detail. **Code Audit**: A systematic review of a codebase to assess its health, architecture, technical debt, and readiness for further development. Often performed before acquiring a project, onboarding a new team, or beginning a major modernisation effort. **Co-Development**: A partnership model where an external studio works alongside your internal team as an embedded unit. Unlike traditional outsourcing, co-dev teams integrate into your workflows, tools, and communication channels. This provides flexible capacity without the overhead of permanent hires. **Outsourcing**: Contracting an external company to handle part or all of your game development. Can range from specific tasks (art production, QA) to full turnkey development. The key distinction from co-development is that outsourced work is typically managed by the external partner rather than embedded in your team. **Sprint**: A fixed time period (typically one to four weeks) during which an agile team commits to completing a defined set of work. Each sprint ends with a review of what was delivered and a retrospective on the process. Provides predictable delivery cadence and regular checkpoints. **Staff Augmentation**: Temporarily expanding your team by bringing in external specialists who work under your direction. Often used interchangeably with co-development, though staff augmentation typically implies individual contributors rather than a coordinated team. **Technical Debt**: The accumulated cost of shortcuts, quick fixes, and deferred maintenance in a codebase. Like financial debt, it compounds over time: each workaround makes future changes harder and more error-prone. Addressing technical debt is a key motivation for legacy modernisation projects. **Turnkey Development**: A development model where the external studio handles the entire project from concept to delivery. The client receives a finished product without managing day-to-day development. Best suited for organisations without in-house game development expertise. **White-Label Development**: Building a game or app that the client publishes under their own brand, with no visible attribution to the development studio. Common in corporate training and educational game development. ### Development Phases **Pre-Production**: The planning phase before full development begins. Includes concept development, market research, technical feasibility studies, Game Design Document (GDD) creation, and prototyping. A thorough pre-production phase reduces risk and prevents costly changes later. **Prototyping**: Building a minimal playable version of the game to test core mechanics before committing to full production. Often called a "greybox" prototype because it uses placeholder art. Prototyping validates whether the gameplay loop is fun and technically feasible. **Alpha**: A development milestone where all core features are implemented but the game is not yet content-complete or fully polished. Alpha builds are typically used for internal testing and feedback. Expect bugs, placeholder art, and missing content at this stage. **Beta**: A development milestone where the game is feature-complete and content-complete but still undergoing testing and polish. Beta builds may be released to a limited audience (closed beta) or the public (open beta) to gather feedback and identify issues at scale. **Gold Master**: The final, approved build of a game that is submitted for distribution or platform certification. On console, this is the version sent for TRC/XR compliance testing. On mobile, it is the build submitted to the App Store or Google Play. **Game Design Document (GDD)**: A comprehensive reference document that describes every aspect of a game: mechanics, UI flows, progression systems, narrative, monetisation, and technical requirements. A living document that evolves throughout development and serves as the single source of truth for the team. ### Platforms and Porting **Console Porting**: Specifically adapting a game for PlayStation, Xbox, or Nintendo Switch. Console porting requires devkit access, platform-specific SDKs, controller input remapping, and passing the platform holder's certification process (TRC for Sony, XR for Microsoft, Lotcheck for Nintendo). **Cross-Platform**: Developing a game that runs on multiple platforms (mobile, PC, console) from a shared codebase. Requires abstraction layers for input, rendering, and platform-specific features. Unity's cross-platform support makes this more achievable, but each platform still needs dedicated optimisation and testing. **Flash to HTML5**: The process of migrating games and interactive content from Adobe Flash (discontinued in 2020) to modern web technologies like HTML5, JavaScript, and WebGL. A common legacy modernisation project, particularly for educational publishers with large Flash content libraries. **Game Porting**: Adapting a game from one platform to another, such as PC to mobile or mobile to console. Porting involves more than recompilation. It requires reworking input systems, UI, performance profiles, and often significant code changes to meet the target platform's constraints. **Platform Certification**: The approval process required by console manufacturers (Sony, Microsoft, Nintendo) before a game can be published on their platform. Each has specific technical requirements covering performance, accessibility, save data handling, and user experience that must be met. **PWA (Progressive Web App)**: A web application that can be installed on a device and run offline, behaving like a native app. PWAs avoid app store distribution (and commissions) while still supporting push notifications, home screen icons, and hardware access. Useful for educational games and tools. **Smart Delivery**: Microsoft's system for Xbox that ensures players automatically receive the best version of a game for their console (Xbox One vs Xbox Series X|S) with a single purchase. Developers must build and submit separate binaries for each hardware target. **Steam Deck Verified**: Valve's compatibility programme that rates how well PC games run on the Steam Deck handheld. A Verified badge indicates the game works perfectly with the Deck's controls, display, and performance profile. Increasingly important for PC game launches. **TRC / XR / Lotcheck**: The certification requirement checklists from Sony (Technical Requirements Checklist), Microsoft (Xbox Requirements), and Nintendo (Lotcheck) respectively. These define the mandatory standards a game must meet before it can ship on each platform. **WebGL**: A JavaScript API for rendering 2D and 3D graphics in a web browser without plugins. Unity can export to WebGL, making it a viable target for browser-based educational games and prototypes. Performance is more constrained than native builds. ### Performance and Optimisation **Addressables**: Unity's asset management system that allows developers to load content by address (a string key) rather than direct reference. Supports on-demand downloading, memory-efficient loading, and content updates without full app patches. Essential for large mobile projects. **Asset Bundles**: Packaged collections of Unity assets (textures, models, prefabs) that can be loaded at runtime. The predecessor to Addressables, still used in many projects. Enables downloadable content (DLC) and reduces initial install size on mobile. **Draw Call Batching**: A rendering optimisation that combines multiple draw calls into fewer, larger ones. Each draw call has CPU overhead, so reducing their count improves frame rate. Unity supports static batching (for non-moving objects) and dynamic batching (for small, similar meshes). **ECS / DOTS**: Unity's Entity Component System and Data-Oriented Technology Stack. A high-performance programming paradigm that organises data for optimal CPU cache usage, enabling massive entity counts. Useful for simulation-heavy games with thousands of active objects. **Frame Budget**: The maximum time available to process a single frame while maintaining the target frame rate. At 30 fps the budget is 33.3 ms per frame; at 60 fps it is 16.6 ms. Exceeding the budget causes dropped frames and visible stuttering. **Garbage Collection (GC)**: The automatic process of reclaiming memory that is no longer in use. In Unity (C#), GC pauses can cause frame rate hitches if code allocates and discards objects frequently. Techniques like object pooling and struct usage help minimise GC pressure. **GPU Instancing**: A rendering technique that draws many copies of the same mesh in a single draw call, with per-instance data (position, colour, scale) passed via buffers. Ideal for dense game worlds with repeated elements like foliage, crowds, or projectiles. **IL2CPP**: Unity's scripting backend that converts C# (IL) code to C++ before compiling to native machine code. Produces faster, smaller builds than the older Mono backend and is required for iOS. Increases build times but improves runtime performance. **LOD (Level of Detail)**: A technique that renders distant objects with simpler meshes and textures. As the camera moves closer, higher-detail versions are swapped in. Reduces the GPU workload for scenes with many objects at varying distances. **Memory Budget**: The maximum amount of RAM a game should consume on a given platform. Exceeding the budget causes the operating system to terminate the app (especially on mobile) or triggers excessive paging on desktop. Profiling tools help track memory usage by category. **Object Pooling**: A pattern that pre-creates and recycles game objects instead of instantiating and destroying them at runtime. Avoids garbage collection spikes that cause frame rate stutters, especially important on mobile where GC pauses are more noticeable. **Performance Optimisation**: The process of improving a game's frame rate, load times, memory usage, and battery consumption. Particularly critical on mobile where hardware varies enormously. Techniques include draw call batching, texture compression, LOD systems, object pooling, and shader optimisation. **Profiling**: Measuring a game's runtime performance to identify bottlenecks. Tools like Unity Profiler, Xcode Instruments, and Android GPU Inspector reveal where CPU time, GPU time, and memory are being spent, guiding targeted optimisation. **Shader Graph**: Unity's visual tool for building shaders without writing code. Designers and technical artists can create custom materials by connecting nodes in a graph editor. Outputs optimised shader code compatible with Unity's Scriptable Render Pipeline. **SRP Batcher**: Unity's Scriptable Render Pipeline Batcher, which speeds up CPU rendering by batching draw calls for objects that share the same shader variant. Unlike GPU instancing, it does not require identical meshes, making it effective across diverse scene geometry. **Thermal Throttling**: When a mobile device reduces CPU and GPU clock speeds to prevent overheating during sustained processing. Causes progressive frame rate drops during long play sessions. Games must be optimised to run well within thermal limits, not just peak performance. ### Multiplayer and Networking **CCU (Concurrent Users)**: The number of players connected to a game's servers at the same time. A key capacity planning metric that determines infrastructure costs and matchmaking pool size. Peak CCU often occurs during events, launches, or weekends. **Client-Side Prediction**: A technique where the client simulates the result of player input locally before the server confirms it. This hides network latency by showing immediate feedback, then reconciles with the server's authoritative state when the response arrives. **Dedicated Server**: A server instance that runs the game simulation independently of any player's machine. Provides better performance, fairness, and anti-cheat capabilities than peer-to-peer models, but requires hosting infrastructure and ongoing operational costs. **FishNet**: An open-source Unity networking framework designed for server-authoritative multiplayer games. Offers prediction, reconciliation, and a component-based API. A popular free alternative to commercial solutions for Unity developers. **Lag Compensation**: Techniques that account for network latency so that actions feel responsive and fair across all players. Server-side lag compensation rewinds game state to the moment a player fired, ensuring hit detection matches what they saw on screen. **Matchmaking**: The system that groups players together for multiplayer sessions based on criteria like skill level, region, latency, and party size. Good matchmaking balances fair competition with fast queue times. **Mirror**: A community-maintained open-source networking library for Unity, forked from the original UNet. Provides high-level networking components for synchronisation, RPCs, and server authority. Widely used in indie and mid-sized multiplayer projects. **NAT Traversal**: Techniques for establishing direct connections between players whose devices sit behind routers and firewalls (Network Address Translation). Methods include STUN, TURN, and hole punching. Without NAT traversal, peer-to-peer connections often fail. **Netcode**: The collective networking code that handles communication between game clients and servers. Includes serialisation, state synchronisation, lag compensation, and connection management. Good netcode is invisible to players; bad netcode causes rubber-banding and desync. **Peer-to-Peer (P2P)**: A networking model where players connect directly to each other without a central server. Lower infrastructure cost but more vulnerable to cheating, latency asymmetry, and NAT traversal issues. Suitable for smaller-scale multiplayer or co-op games. **Photon**: A commercial networking platform by Exit Games that provides cloud-hosted multiplayer infrastructure, matchmaking, and real-time communication. Available as Photon PUN (high-level Unity integration) and Photon Fusion (newer, prediction-based framework). One of the most widely adopted multiplayer middleware solutions. **Server-Authoritative Architecture**: A networking model where the server is the single source of truth for game state. Clients send inputs to the server, which validates them, updates the game state, and sends results back. Prevents most forms of cheating because clients cannot directly modify game state. **Snapshot Interpolation**: A networking technique where the server sends periodic snapshots of the full game state. Clients interpolate between two received snapshots to produce smooth visual movement, trading a small amount of additional latency for visual smoothness and simplicity. **State Synchronisation**: The process of keeping game state consistent across all connected clients and the server. Approaches include full state snapshots, delta compression (sending only changes), and interest management (sending only relevant data to each client). ### Monetisation and Live Ops **A/B Testing**: Running controlled experiments where different player groups see different versions of a feature (pricing, UI layout, tutorial flow) to measure which performs better. Essential for optimising monetisation, retention, and user experience in live-service games. **Ad Mediation**: A layer that manages multiple ad networks (AdMob, Unity Ads, IronSource, AppLovin) and selects the highest-paying ad for each impression in real time. Maximises ad revenue without requiring developers to integrate each network individually. **ARPU / ARPDAU**: Average Revenue Per User and Average Revenue Per Daily Active User. Key monetisation metrics that measure how effectively a game generates revenue from its player base. ARPDAU is preferred for free-to-play games because it accounts for daily engagement fluctuations. **Battle Pass**: A seasonal monetisation system that offers a tiered reward track. Players earn progress through gameplay and can purchase a premium tier for additional rewards. Drives both engagement and revenue by combining FOMO with tangible value. **Churn Rate**: The percentage of players who stop playing over a given period. High churn indicates problems with onboarding, content depth, or player satisfaction. Reducing churn (improving retention) is typically more cost-effective than acquiring new players. **COPPA**: The Children's Online Privacy Protection Act (US federal law) that imposes strict requirements on apps directed at children under 13. Requires verifiable parental consent before collecting personal data. Relevant for educational and family-friendly games. **eCPM**: Effective Cost Per Mille (thousand impressions). The revenue earned per 1,000 ad impressions, calculated as (total ad revenue / impressions) x 1,000. The primary metric for comparing ad network performance. Rewarded video typically delivers the highest eCPM. **Free-to-Play (F2P)**: A monetisation model where the game is free to download and play, generating revenue through optional in-app purchases, ads, or battle passes. Requires careful design to ensure paying players get value without alienating non-paying players. **Gacha**: A monetisation mechanic inspired by Japanese capsule-toy machines where players spend premium currency for randomised rewards. Similar to loot boxes but often tied to character collection systems. Subject to increasing regulatory scrutiny in multiple jurisdictions. **Games as a Service (GaaS)**: A business model where a game generates ongoing revenue through continuous content updates, subscriptions, or microtransactions rather than a single upfront purchase. Requires robust live ops infrastructure and a long-term content roadmap. **GDPR-K / UK AADC**: Regulations that apply additional protections to children's personal data. The UK Age Appropriate Design Code (AADC, also known as the Children's Code) requires apps likely to be accessed by children to apply high privacy settings by default, disable profiling, and minimise data collection. **In-App Purchases (IAP)**: Digital goods or currency sold within a game. Consumables (gems, energy) are used once; non-consumables (skins, characters) are permanent. Both Apple and Google take a platform commission (typically 15 to 30%) on all IAP revenue. **Live Ops (Live Operations)**: The ongoing management of a game after launch, including content updates, seasonal events, balance changes, bug fixes, and community management. Live ops transforms a game from a one-time product into a continuously evolving service. **Loot Box**: A purchasable or earnable in-game container that reveals randomised rewards when opened. Controversially blurs the line between gaming and gambling. Regulated or banned in several countries (Belgium, Netherlands) and subject to mandatory probability disclosure in others. **Paymium**: A monetisation model that combines a paid upfront purchase with additional in-app purchases. Players pay to download the game and can optionally buy extra content, cosmetics, or convenience items. Less common on mobile but more accepted on PC and console. **Remote Configuration**: The ability to change game parameters (pricing, difficulty, event timing, feature flags) without releasing an app update. Essential for live ops, A/B testing, and rapid response to player feedback or market conditions. **Retention**: The percentage of players who return to a game after a specific period. Typically measured as Day 1, Day 7, and Day 30 retention. Industry benchmarks for mobile games hover around 40% (D1), 15% (D7), and 5% (D30). The most important long-term health metric for free-to-play games. **Rewarded Video**: An ad format where players voluntarily watch a short video advertisement in exchange for an in-game reward (extra lives, currency, power-ups). Achieves high eCPM because of strong engagement and does not interrupt gameplay flow. **Virtual Economy**: The system of currencies, resources, and exchange rates within a game. A well-designed virtual economy balances earning rates, spending sinks, and premium currency value to sustain long-term player engagement without inflation or pay-to-win imbalance. **Whale / Dolphin / Minnow**: Informal terms categorising players by spending level. Whales are the small percentage of players who spend heavily (often generating 50%+ of total revenue). Dolphins spend moderately. Minnows spend little or nothing. Understanding spending tiers informs monetisation design. ### Game Types and Genres **4X Strategy**: A strategy genre defined by four pillars: eXplore, eXpand, eXploit, and eXterminate. Players build civilisations or empires through resource management, diplomacy, and conflict. Examples include Civilization, Stellaris, and Humankind. Complex systems with long session times. **Gamification**: Applying game mechanics (points, badges, leaderboards, progress bars) to non-game contexts like corporate training, education, or marketing. Distinct from serious games in that gamification enhances an existing activity rather than creating a standalone game experience. **Hyper-Casual**: A mobile game subgenre characterised by minimalist design, instant onboarding, and extremely short play sessions. Monetised primarily through advertising. Low development cost but highly competitive market with short product lifecycles. **Idle / Incremental Game**: A genre where the game progresses even when the player is not actively engaged. Players make strategic decisions about resource allocation and upgrades, then return later to collect accumulated rewards. Popular on mobile due to low session demand. **Match-3**: A puzzle genre where players swap adjacent tiles to create rows or columns of three or more matching elements. One of the most commercially successful mobile genres (Candy Crush, Puzzle and Dragons). Accessible mechanics combined with deep meta-game progression. **Metroidvania**: An action-adventure subgenre featuring a large, interconnected map that opens progressively as the player acquires new abilities. Named after Metroid and Castlevania. Emphasises exploration, backtracking, and ability-gated progression. **MMO (Massively Multiplayer Online)**: A game that supports hundreds or thousands of concurrent players in a shared persistent world. MMOs require significant server infrastructure, database architecture, and anti-cheat systems. Among the most technically demanding game types to build and operate. **Roguelike / Roguelite**: Genres characterised by procedurally generated levels, permadeath, and high replayability. Traditional roguelikes (Nethack) are turn-based and punishingly difficult. Roguelites (Hades, Dead Cells) retain procedural generation and permadeath but add persistent progression between runs. **Serious Game**: A game designed primarily for a purpose beyond entertainment, such as education, training, health, or social impact. Serious games apply game design principles (engagement, feedback loops, progression) to achieve measurable learning or behavioural outcomes. **Simulation**: A broad genre that models real-world or hypothetical systems with varying degrees of fidelity. Includes vehicle simulations (flight, racing), management simulations (cities, hospitals), and life simulations (farming, social). Often used in serious games and training applications. **Tower Defence**: A strategy subgenre where players place defensive structures along a path to stop waves of enemies from reaching an objective. Combines strategic placement with resource management and upgrade systems. Popular on mobile due to session-friendly wave structure. **Visual Novel**: A narrative-driven genre that presents story through text, character art, and branching dialogue choices. Minimal gameplay mechanics beyond decision-making. Used in entertainment, education, and interactive fiction. Can be developed rapidly compared to other genres. ### Technical Foundations **API (Application Programming Interface)**: A defined set of methods and data formats that allow different software systems to communicate. Game developers interact with platform APIs (Steam, PlayStation Network), third-party service APIs (analytics, ads), and internal APIs between game systems. **C#**: The primary programming language used in Unity development. A statically typed, object-oriented language developed by Microsoft. Offers a balance of performance, safety, and developer productivity that makes it well-suited to game development. **CI/CD (Continuous Integration / Continuous Delivery)**: Automated pipelines that build, test, and deploy game builds whenever code changes are committed. Catches bugs early, ensures consistent build quality, and accelerates the release cycle. Particularly valuable for live-service games with frequent updates. **Engine Migration**: Moving a game project from one engine to another, such as from a proprietary framework to Unity or from an older Unity version to a current LTS release. Engine migration is typically triggered by end-of-support for the original platform, performance limitations, or the need to target new platforms. More complex than a simple upgrade because it often requires rebuilding core systems. **Game Engine**: A software framework that provides core systems for building games: rendering, physics, audio, input handling, and scripting. The two dominant engines are Unity (C#, strong mobile/cross-platform support) and Unreal Engine (C++/Blueprints, strong for high-fidelity visuals). Choosing the right engine is one of the most impactful decisions in a project. **Legacy Modernisation**: Updating an older game or application to modern platforms and technologies. Common scenarios include migrating Flash games to HTML5 or Unity, upgrading outdated SDKs, rebuilding deprecated server infrastructure, and adapting games for current device resolutions and input methods. **LMS (Learning Management System)**: A platform for delivering, tracking, and managing educational content (e.g., Moodle, Canvas, Blackboard). Educational games often need to integrate with an LMS to report scores, completion, and learner progress via standards like SCORM or xAPI. **Procedural Generation**: Using algorithms to create game content (levels, terrain, items, quests) at runtime rather than hand-crafting every element. Reduces art and design costs for content-heavy games but adds engineering complexity. Must be carefully tuned to ensure quality and variety. **SCORM**: Sharable Content Object Reference Model, a set of technical standards for e-learning content interoperability. Allows educational games and courses to communicate with any SCORM-compliant LMS. The most widely supported standard, though increasingly supplemented by xAPI. **SDK (Software Development Kit)**: A collection of tools, libraries, documentation, and code samples that enables developers to build for a specific platform or service. Console SDKs (provided by Sony, Microsoft, Nintendo) are required for console development and are distributed under NDA. **Unity**: A cross-platform game engine developed by Unity Technologies. Known for its accessibility, extensive asset store, strong mobile performance, and C# scripting. The most widely used engine for mobile game development and our primary development platform at Ocean View Games. **Unity 6**: The latest major release of the Unity engine (released 2024), succeeding the yearly numbered releases. Introduces improved rendering, multiplayer tools, AI integration, and performance enhancements. Unity now uses a release-number naming convention instead of year-based versions. **Version Control**: Systems (like Git or Perforce) that track changes to source code and assets, enabling multiple developers to work simultaneously without overwriting each other's work. Essential for any team larger than one person. Also provides a safety net for reverting problematic changes. **xAPI (Experience API)**: A modern e-learning data standard (also called Tin Can API) that tracks learning experiences as actor-verb-object statements. More flexible than SCORM, supporting offline learning, mobile apps, simulations, and game-based learning scenarios. ### Quality and Testing **Automated Testing**: Using scripts and frameworks to run repeatable tests without manual intervention. Includes unit tests (individual functions), integration tests (system interactions), and end-to-end tests (full user flows). Reduces regression risk and accelerates release cycles for live-service games. **Compatibility Testing**: Testing a game across a range of devices, operating system versions, and hardware configurations to ensure consistent behaviour. Particularly important for mobile, where the Android ecosystem alone includes thousands of distinct device profiles. **Device Matrix**: A defined set of target devices and OS versions against which a game is tested. For mobile, the matrix covers screen sizes, chipsets, RAM tiers, and OS versions. Balancing coverage against testing cost is a key QA planning decision. **Playtesting**: Having real players test the game to evaluate fun factor, difficulty curve, onboarding flow, and overall user experience. Distinct from QA in that playtesting focuses on design and engagement rather than technical bugs. **QA (Quality Assurance)**: The systematic process of testing a game to find and document bugs, performance issues, and usability problems before release. Includes functional testing, regression testing, compatibility testing, and platform-specific compliance checks. **Regression Testing**: Re-testing previously working features after new code changes to ensure nothing has been broken. Automated regression tests are especially valuable for live-service games where frequent updates risk introducing new bugs into stable systems. **Smoke Testing**: A quick, high-level test pass that verifies a build's core functions (launch, main menu, basic gameplay loop) work before committing to deeper testing. Catches catastrophic issues early and prevents wasted QA time on fundamentally broken builds. ### Publishing and Launch **App Store Optimisation (ASO)**: Improving a mobile game's visibility and conversion rate in app store search results. Includes keyword optimisation, screenshot and video design, description copywriting, localisation, and review management. The mobile equivalent of SEO. **ATT (App Tracking Transparency)**: Apple's iOS framework that requires apps to request user permission before tracking their activity across other apps and websites. Significantly impacted mobile game advertising by limiting access to the IDFA (Identifier for Advertisers), reducing ad targeting precision and attribution accuracy. **Data Safety Declaration**: Google Play's requirement for developers to disclose what user data their app collects, how it is used, and whether it is shared with third parties. Displayed prominently on the store listing. Must be accurate and kept up to date with each app update. **Day-One Patch**: An update released simultaneously with (or shortly after) a game's launch to fix issues discovered between the Gold Master submission and the public release date. Common on console where certification timelines create a gap between final development and launch. **Early Access**: Releasing an unfinished game to the public for purchase, with the understanding that development is ongoing. Players get immediate access at a reduced price while providing feedback that shapes the final product. Common on Steam. Requires transparent communication about the development roadmap and regular content updates to maintain player trust. **IARC (International Age Rating Coalition)**: A system that provides a single age rating questionnaire whose results are automatically mapped to regional rating boards (PEGI, ESRB, USK, GRAC, ClassInd). Required for Google Play and Microsoft Store submissions. Simplifies the multi-region rating process for global launches. **Minimum Viable Product (MVP)**: The simplest version of a game that can be released to test the core concept with real players. An MVP includes only the essential gameplay loop and enough content to validate the idea, allowing data-driven decisions about whether to invest in full production. **Privacy Manifest**: An Apple requirement (introduced 2024) that declares the specific APIs, data types, and tracking domains an iOS app uses. Apps that access required reason APIs without a valid privacy manifest are rejected during App Store review. **Soft Launch**: Releasing a game in a limited market (typically smaller countries like Canada, Australia, or the Philippines) before a worldwide launch. Used to gather real-world performance data, test monetisation, and fix issues with lower risk and visibility. **Staged Rollout**: Releasing an app update to a small percentage of users initially, gradually increasing to 100% over days or weeks. Available on Google Play and TestFlight. Limits the blast radius of critical bugs and allows monitoring crash rates and user feedback before full deployment. ### Need Help With Your Project? Whether you need co-development support, a full port to mobile, or help modernising a legacy title, we can help. Get in Touch. ### Related Resources - **Cost Guide** (`/resources/game-development-cost`): How much does game development cost in 2026? - **Timeline Guide** (`/resources/game-development-timeline`): How long does game development actually take? - **Cost Estimator Tool** (`/resources/game-development-cost-estimator`): Get an instant budget estimate for your project. - **Frequently Asked Questions** (`/resources/faq`): Answers covering pricing, process, timelines, and technical capabilities across all our services. --- # About ## How We Work Canonical URL: https://oceanviewgames.co.uk/how-we-work From first conversation to final delivery, here is what working with Ocean View Games looks like. ### Our Process #### 01. Discovery We start with a deep dive into your project goals, target audience, technical constraints, and timeline. Whether you have a full GDD or just an idea, we assess feasibility and identify risks early. Deliverables: Project brief, Technical feasibility assessment, Risk analysis. #### 02. Scoping We define clear milestones, deliverables, and a budget structure. For fixed-price projects, you receive a detailed proposal. For ongoing co-development, we agree sprint cadence and communication rhythm. Deliverables: Detailed proposal / SOW, Milestone breakdown, Technical architecture plan. #### 03. Development Our senior Unity engineers build your game using best practices: clean architecture, performance budgets from day one, and regular progress demos. We work in agile sprints with weekly check-ins. Deliverables: Sprint demos, Weekly progress reports, Playable builds at each milestone. #### 04. QA & Delivery Before final delivery, every build goes through our internal QA process: device testing, performance profiling, and regression testing. We handle app store submissions if needed and ensure your game ships stable. Deliverables: QA test reports, Performance benchmarks, App store submission (if applicable), Gold master build. #### 05. Ongoing Support We offer a standard 30-day warranty on all delivered code. For live games, we provide monthly retainer packages covering live ops, bug fixes, content updates, and performance monitoring. Deliverables: 30-day bug warranty, Optional retainer for live ops, Knowledge transfer documentation. ### Engagement Models #### Fixed Price Well-defined scope with milestone-based payments. You know the total cost upfront. Best for projects with clear requirements and a defined endpoint. Best for: Porting, legacy modernisation, defined feature builds. #### Time & Materials Flexible weekly or monthly rates for evolving projects. Pay for the hours worked with full transparency on time tracking and deliverables. Best for: Ongoing development, R&D, projects with changing scope. #### Co-Development Our engineers embed directly in your team, using your tools, attending your standups, and working in your repos. Scale up or down as needed. Best for: Studios needing to scale fast without long-term hiring. ### What You Get - **Your Project IP Is Yours.** We assign ownership of work created specifically for your project. Any pre-existing Ocean View Games technology is clearly identified in the contract. - **Weekly Progress Reports.** Transparent updates on what was done, what is next, and any blockers. - **Senior Engineers Only.** Direct access to experienced developers who have shipped commercial titles. - **30-Day Warranty.** Standard bug-fix warranty on all delivered code, included in every engagement. - **NDA Protection.** Full non-disclosure agreements signed before any project work begins. - **Playable Milestone Builds.** Hands-on builds at every milestone so you can test and provide feedback early. Ready to start? Let's discuss your project and find the right engagement model for your team. Book a Discovery Call. --- ## Team Canonical URL: https://oceanviewgames.co.uk/team We both built educational games at fish in a bottle. David later founded Ocean View Games, with Adam joining shortly afterwards. Here's who you'll be working with. ### Stats - 20+ Years Combined Experience - 30+ Projects Shipped - Unity Certified Expert (verified) ### How We Got Here Ocean View Games wasn't built in a boardroom. It was built by two developers who kept ending up on the same projects. David and Adam first worked together at fish in a bottle, a development agency where they built educational games for clients including the Museum of London (The Great Fire of London) and Cambridge University Press (Word Fun World). Adam went on to lead the development of Navigo, an award-winning multi-language learning game for the EU Horizon 2020 iRead research consortium, which won a Serious Games Society award. David left fish in a bottle to join Jagex, where he spent two years (2017 to 2019) as a Technical Developer on RuneScape Mobile. A large-scale mobile port of a 20-year-old MMORPG, involving extensive UI adaptation, performance optimisation and support across hundreds of device configurations. Bringing 20 years of MMORPG content to iOS and Android for over 10 million players. David later founded Ocean View Games, with Adam joining shortly afterwards. The studio was built on a simple principle: bring the technical standards of AAA studios and the educational game expertise of specialist agencies to every project, regardless of size. That background is why our client list spans from indie MMORPG studios in Norway to Cambridge University Press: we've done both, and we bring the rigour of each to the other. ### Team Members #### David, Director and Principal Unity Engineer Specialty tags: Architecture, Optimisation, Mobile Porting. David founded Ocean View Games after two years as a Technical Developer on RuneScape Mobile at Jagex (2017 to 2019). Before Jagex, he worked at fish in a bottle building educational games for the Museum of London and Cambridge University Press. At Ocean View Games, he leads all architecture decisions and takes on the technical challenges most studios avoid: server-authoritative multiplayer with FishNet, 64-bit infinite progression systems, cost-optimised AWS infrastructure, and squeezing every frame out of low-end mobile hardware. He holds Unity Certified Expert credentials, the highest certification level available. Key projects: RuneScape Mobile, Domi Online, Pocket Factory, Nova Blast, Fire of London, Word Fun World. Experience: - Director and Principal Unity Engineer, Ocean View Games (2020 to Present) - Senior Game Developer, fish in a bottle (2019 to 2020) - Technical Developer, Jagex (2017 to 2019) #### Adam, Lead Unity Engineer Specialty tags: Gameplay Mechanics, AI, Prototyping. Adam joined Ocean View Games from fish in a bottle, where he spent several years building educational games for institutions including Cambridge University Press (Word Fun World), the Museum of London (The Great Fire of London), and the EU Horizon 2020 iRead consortium (Navigo, a Serious Games Society award winner). His background in curriculum-aligned game design gives him a rare combination of technical skill and pedagogical understanding. At Ocean View Games, he focuses on gameplay mechanics, AI systems, procedural generation, and rapid prototyping. His work on the Empires Rise project demonstrated complex AI opponent behaviour and procedural world generation, while his rapid prototyping framework cuts development time by 30 to 50% on hypercasual and MVP projects. Key projects: Domi Online, Empires Rise, Vocab Builder, Navigo, Word Fun World, Fire of London. Experience: - Lead Unity Engineer, Ocean View Games (2021 to Present) - Game Developer, fish in a bottle (2017 to 2021) #### The Extended Squad, Trusted Contractor Network Need to scale beyond our core team? We maintain a network of specialist contractors we've shipped real projects with before: backend engineers for AWS and PlayFab infrastructure, 2D and 3D artists, UI/UX designers, sound designers, and QA testers. Every contractor in our network has worked on at least one Ocean View Games project. No strangers, no surprises. When you need to ramp up for a milestone or add a discipline we don't cover in-house, we bring in people we already trust. They follow the same coding standards, use the same tools, and meet the same quality bar as our core team. ### What Clients Say About Our Team > "Initially hired David to review code for the game at a very early stage and was blown away by his abilities. After a round with the board we hired David as lead developer for the project. He brought with him other developers who also did great work and I can say with full confidence there would be no Domi Online without their expertise." > Pellek, CEO & Co-Founder, Domi Online > "David and Adam's workflow is always carried out with sophistication and passion, providing our team with vast expertise of the industry whilst maintaining a high standard of work and pride in each component fulfilled. Dedicated members who always go above and beyond expectations to deliver. Great asset to any team!" > Harley Swann, COO & Co-Founder, Domi Online > "David worked with us on a 2-month project to build a mobile game. He has shown throughout his thorough knowledge of Unity and C#. Communication was clear. And he has made himself available when we needed him most." > Martin M, Project and Business Manager, Pocket Factory > "David is very patient and has great communication. He understood our project goals from the beginning and worked with us diligently throughout our slow-burn design process. I am pleased that we chose David to develop version 2.0 of our Vocab Builder." > Logan, Lead Producer, The Language Conservancy ### Projects We've Delivered - Domi Online, MMORPG, Unity & FishNet - RuneScape Mobile, MMORPG, Mobile - Fire of London, Educational, HTML5 - Pocket Factory, Mobile, Strategy - Vocab Builder, Educational, Mobile - Empires Rise, 4X Strategy, Mobile ### How We Work With Your Team - **Dedicated, Not Outsourced.** We join your Slack, attend your standups, and work in your repo. No handoffs, no black-box deliveries. We operate as an extension of your existing team. - **Senior Engineers Only.** Every developer we assign has 8+ years of experience and has shipped commercial titles. No juniors, no ramp-up time. Productive from week one. - **Flexible Scale.** Need two engineers for three months? A full squad for a year? We scale up and down with your project phases. No long-term contracts required. - **Trusted Contractor Network.** Beyond our core team, we maintain a vetted network of specialist contractors we've shipped projects with before. Backend engineers, artists, sound designers, and QA testers who already know our standards. ### Credentials - Unity Certified Expert, Unity Technologies - Best Game Design Consulting, UK, Digital Reference, 2025 - Serious Games Society Award, Digital Game Competition (Navigo) - Verified Reviews, Clutch - Verified Reviews, GoodFirms ### Registered Office Ocean View Games Ltd 3rd Floor 86-90 Paul Street London, EC2A 4NE United Kingdom This is our registered office. We work remotely, so office visits are available by prior arrangement rather than as a routine part of an engagement. Companies House No. 13011771 ### See How We'd Fit Into Your Team Book a 30-minute technical call. No commitment, no sales pitch. We'll talk through your project, your stack, and whether we're the right fit. Book a Call. --- ## Unity Game Development Canonical URL: https://oceanviewgames.co.uk/technologies/unity Certified Unity experts with RuneScape Mobile pedigree. ### Why Choose a Unity Specialist? Unity powers over 50% of all mobile games and is the engine behind titles reaching billions of players. But writing Unity code and shipping a stable, performant Unity game are very different things. Most agencies can build a prototype. Fewer can ship a game that holds 60fps on a five-year-old Android device, survives a spike of 1,000 concurrent players, or passes first-party console certification without rework. That requires deep, production-hardened experience with the engine's internals, not just its surface-level API. Our lead developer is a Unity Certified Expert who spent two years on the RuneScape Mobile project at Jagex, solving thermal throttling, memory pressure, and UI adaptation challenges that most Unity developers never encounter. He has since applied that same discipline to architecting server-authoritative MMORPGs with FishNet, rebuilding legacy Flash titles without source code, and engineering 64-bit infinite progression systems that bypass Unity's standard integer limits. Whether you need a full build, a performance rescue, or senior engineers embedded into your existing team, we bring AAA-grade rigour to every engagement. That is the difference a Unity specialist makes. Credentials: Unity Certified (expert-level certification); David (12 years) and Adam (14 years) in game development; 12+ Unity titles shipped, from mobile to MMORPG. ### The Business Case for Unity #### Cross-Platform from a Single Codebase Unity builds to iOS, Android, PC, Mac, WebGL, PlayStation, Xbox, and Switch from one project. That means one team, one codebase, and one set of bugs to fix, regardless of how many platforms you ship on. For studios and publishers, this translates directly to lower development costs and faster time-to-market across platforms. RuneScape Mobile was ported from a 20-year Java codebase to run on iOS and Android. David was a Technical Developer on that mobile team at Jagex. That is the kind of cross-platform challenge Unity handles. #### Mature Ecosystem Unity has the largest developer community of any game engine. That means more available talent, more third-party assets and tools, better documentation, and more Stack Overflow answers when something goes wrong. For a studio or publisher, this reduces hiring risk and makes it easier to find additional developers if you need to scale up. #### C# as a Production Language Unity uses C#, a strongly-typed, enterprise-grade language with excellent tooling (Visual Studio, Rider, Roslyn analyzers). This matters for large projects: strong typing catches bugs at compile time rather than runtime, refactoring tools work reliably, and code reviews are faster. #### Proven at Scale Unity powers mobile games with hundreds of millions of installs, MMOs with thousands of concurrent players, and educational tools used by institutions like Cambridge University Press. OVG's own Domi Online demonstrates Unity handling 1,000+ concurrent players with server-authoritative FishNet networking. #### Lower Total Cost of Ownership Unity's licensing model (free for studios under $200K revenue, Plus and Pro tiers above) is more accessible than Unreal's 5% revenue share on gross revenue above $1M. For mobile games with thin margins, this difference is significant at scale. ### What We Build With Unity - **Mobile Game Development.** iOS and Android games built for performance on real devices. Thermal management, battery optimisation, and device fragmentation testing from day one. - **MMORPG & Multiplayer.** Server-authoritative architecture, FishNet/Mirror networking, matchmaking, and live operations for persistent online worlds. - **Porting & Optimisation.** PC-to-mobile, cross-platform, and console porting with deep profiling. David worked on the RuneScape Mobile port at Jagex, so we know what it takes. - **Educational & Serious Games.** Curriculum-aligned games for institutions, designed around confirmed privacy, data-handling, LMS and localisation requirements. - **Co-Development.** Senior Unity engineers embed directly into your team. Same Slack, same standup, same repo. Scale without hiring. - **Legacy Modernisation.** Flash-to-Unity, older Unity version upgrades, and codebase rescue. We reverse-engineered the Great Fire of London without source code. ### Our Technical Stack We work across the full Unity ecosystem, selecting the right tools for each project rather than defaulting to a one-size-fits-all setup. Our core proficiency is C# and the Unity Editor (2020 LTS through Unity 6), with deep experience in both the classic MonoBehaviour workflow and Unity's Data-Oriented Technology Stack (DOTS) for performance-critical systems. We have also invested in building reusable game frameworks that let us start new projects from a production-ready foundation rather than from scratch. On the rendering side, we work with URP and the Built-in Render Pipeline depending on platform targets, and we use the Addressables asset management system to keep memory footprints lean on mobile. For multiplayer and networking, we specialise in FishNet and have production experience with Mirror, building server-authoritative architectures designed to scale. Our backend and live-ops integrations include PlayFab, AWS GameLift, Firebase, and Unity Gaming Services. On the tooling side, we rely on Unity Profiler, Frame Debugger, and Memory Profiler for deep performance analysis, alongside Git (with LFS) and CI/CD pipelines via GitHub Actions or Unity Cloud Build. For platform-specific work, we maintain familiarity with Xcode, Android Studio, Steamworks, and first-party console SDKs for PlayStation, Xbox, and Nintendo Switch. ### Where Unity Fits Best #### Where Unity Is the Strongest Choice - **Mobile Games (iOS and Android).** Unity dominates mobile. The runtime is smaller, build times are faster, and mobile-specific optimisation tools (Adaptive Performance, frame pacing) are mature. - **Cross-Platform Projects.** If you need to ship on mobile AND PC AND console from one codebase, Unity is the most efficient path. - **2D Games.** Unity's 2D tools (Tilemap, Sprite Shape, 2D Physics, 2D Animation) are more mature than Unreal's 2D workflow. - **WebGL and Browser Games.** Unity's WebGL export is production-ready. Unreal's web support is experimental. - **Educational and Serious Games.** Unity's accessibility, lower learning curve, and institutional adoption make it the default for education and training. - **Multiplayer and Networking.** FishNet, Mirror, and Photon Fusion provide server-authoritative networking options. OVG has shipped MMO-scale multiplayer in Unity. #### Where Other Engines May Be a Better Fit - **AAA Photorealistic Visuals.** Unreal Engine 5's Nanite and Lumen provide rendering capabilities that Unity does not match at the high end. If your project requires movie-quality visuals and your budget supports it, Unreal may be the stronger choice. - **Open-World Environments at AAA Scale.** Unreal's World Partition system handles massive open worlds more natively than Unity's current scene management. - **Small Solo Projects with Zero Budget.** Godot is fully free and open source with no licensing considerations at any revenue level. This honesty is deliberate. A reader who sees us acknowledge competitors' strengths is more likely to trust our recommendation when we say Unity is the right choice for their project. ### Unity 6 and the Road Ahead Unity 6 is the current LTS release, bringing render pipeline improvements, multiplayer tools (Netcode for GameObjects updates), and performance enhancements across the board. OVG has already shipped projects on Unity 6 and handles Unity version migrations for clients on older versions. Whether you are starting fresh or upgrading an existing project, we can guide you through the transition. ### What Choosing Unity Means for Your Project - **Faster Hiring If You Need to Scale.** More Unity developers exist than Unreal developers. Recruitment is faster and typically cheaper. - **Shorter Time to Prototype.** Unity's editor workflow and asset pipeline are faster for iteration during pre-production. OVG's proprietary rapid prototyping framework builds on this. - **Easier to Find a Co-Development Partner.** Most co-development studios work in Unity. You have more options if you need to bring in external help. ### Our Unity Services Game Development, Mobile Game Development, Co-Development, Performance Optimisation, Game Porting, Educational Games. Featured Unity projects: Domi Online (MMORPG, PC, Unity & FishNet); RuneScape Mobile (MMORPG, Mobile, Jagex); Empires Rise (Mobile strategy); Stoney Vocab Builder (Educational, The Language Conservancy). ### Frequently Asked Questions **How much does Unity development cost?** Costs vary depending on scope, platform targets, and complexity. A focused mobile game or educational app typically starts from around £30,000, while larger projects such as MMORPGs or multi-platform titles can range well into six figures. We provide detailed estimates after an initial discovery call so you know exactly what to expect before committing. **How long does a Unity project take?** Timelines depend on the scope of the project. A small mobile game or prototype can be delivered in 8 to 12 weeks, while a full-featured multiplayer title may take 6 to 12 months or longer. We break every project into milestones with regular builds so you can track progress throughout development. **Do you work with Unreal as well?** No. We are a Unity-only studio. Rather than spreading our expertise across multiple engines, we have chosen to specialise entirely in Unity so that every project benefits from deep, production-level knowledge of the engine. This focus means faster development, fewer surprises, and better performance outcomes for our clients. **Is Unity free?** Unity Personal is free for studios with revenue under $200K. Unity Plus and Pro tiers apply above that. There is no revenue share at any tier. **Is Unity good for 3D games?** Yes. Unity supports both URP and HDRP render pipelines. It is not at the level of Unreal's Nanite and Lumen for photorealism, but it handles stylised 3D, mobile 3D, and mid-range PC 3D excellently. **Can Unity handle multiplayer?** Yes. OVG has built MMO-scale multiplayer in Unity with FishNet. It handles 1,000+ concurrent players with server-authoritative architecture. **Is Unity good for mobile?** Unity is the dominant engine for mobile game development. Most top-grossing mobile games are built in Unity. **Should I use Unity or Godot?** Godot is excellent for small solo projects and fully open source. Unity has a larger ecosystem, more third-party tools, better multiplayer support, and a more mature mobile pipeline. Use our engine comparison tool for a personalised recommendation. **Can you port my Unreal project to Unity?** Generally no. Engine-to-engine ports are extremely expensive and rarely justified. If your project is already in Unreal, you should continue in Unreal. We recommend porting between platforms, not between engines. Need a Unity expert for your next project? Book a technical consultation. --- ## Frequently Asked Questions Canonical URL: https://oceanviewgames.co.uk/resources/faq 120+ questions answered across our services and industries. Search by keyword or filter by category. ### Unity Game Development **How much does professional game development cost?** Game development costs vary significantly based on complexity, art style, and multiplayer requirements. A rapid prototype or "greybox" might start from £5,000, while full-scale commercial productions typically range from £40,000 to £150,000+. We provide transparent, itemised quotes after reviewing your Game Design Document (GDD) or technical brief. **Why should we choose Unity over other engines like Unreal?** Unity is the industry standard for versatility. It allows us to build your game once and deploy it seamlessly to mobile (iOS/Android), PC, and consoles with shared code. This write once, deploy anywhere approach significantly reduces development time and budget compared to other engines, making it the ideal choice for most commercial projects. **Do your developers hold Unity Certifications?** Yes. Our team includes Unity Certified Expert Programmers, the highest level of certification available. This ensures your project is built with professional-grade architecture, efficient memory management, and clean code that is easy to maintain and scale long-term. **Can you handle complex multiplayer backends in Unity?** Absolutely. We have deep experience building scalable multiplayer architectures, from real-time PvP to large-scale MMORPGs. Our primary networking solution is FishNet, which we used to build the server-authoritative backend for Domi Online. We also have production experience with Mirror and Photon, and we design dedicated server infrastructure on AWS to ensure low-latency gameplay at scale. **How do you handle legacy code refactoring and technical debt?** We specialise in project rescue and co-development. If you have a Unity project that has become unmanageable, we perform a technical audit to refactor the codebase. We implement modular systems and ScriptableObjects to organise the data, making the project stable and easier to expand. **What is your approach to Unity performance on low-end devices?** Optimisation is part of our development process, not an afterthought. We utilise Unity's Data-Oriented Technology Stack (DOTS) and the Universal Render Pipeline (URP) to squeeze maximum performance out of hardware. This ensures your game runs smoothly even on older mobile devices, maximising your potential player base. **Do you create custom tools or shaders for unique art styles?** Yes. We don't just use standard assets. We write custom HLSL/Shader Graph shaders to achieve unique visual styles (like toon shading or realistic water) and build custom Unity Editor tools to speed up level design for your creative team. ### Mobile Game Development **Can you port a PC or console game to mobile without rewriting it from scratch?** If the source is Unity, we can typically reuse 80%+ of the original code. The main work is UX redesign for touch input (gestures, virtual joysticks, haptics), performance optimisation for mobile hardware, and store compliance. Our porting process starts with a feasibility audit of your specific codebase. Typical timelines are 3 to 6 months depending on complexity. **How do you handle the fragmentation problem on Android?** Tier-based optimisation. We classify devices into low, mid, and high performance brackets based on GPU, CPU, and memory. We implement adaptive quality settings (resolution, texture quality, particle density, draw distance) that automatically adjust based on the user's hardware. This ensures your game runs smoothly on a budget Samsung from three years ago while still looking sharp on a new iPhone Pro. **How do you prevent the game from draining the user's battery?** Battery drain usually comes from excessive rendering, physics calculations, or unnecessary background processing. We optimise by limiting frame rate in static menus, using efficient URP shaders, reducing overdraw, and profiling thermal behaviour during sustained play sessions. Thermal throttling is invisible to users (the phone doesn't announce when it's slowing down), so we test specifically for it on mid-range hardware. **Do you support notches, cutouts, and tall aspect ratios?** Yes. We build Safe Area adaptive UI that automatically scales and repositions UI elements around camera cutouts, notches, and platform-specific screen regions. This covers the full range from 4:3 tablets to 21:9 mobile devices with punch-hole cameras. **What is your experience with mobile monetisation and SDK integration?** We integrate all major monetisation SDKs: Unity LevelPlay, AdMob, IronSource, Unity IAP, and others. Beyond the code integration, we help design IAP economies that comply with Apple and Google payment policies. SDK choice often depends on your target geography and genre, and we can advise on the tradeoffs during Discovery. **If my Unity project is on an older version, do we need to upgrade it before porting?** Usually yes. Unity 2019, 2020, and some 2021 projects hit compatibility issues with current iOS SDKs (Xcode version requirements) and Google Play target API levels. We handle the modernisation as a preliminary phase, or as a separate Unity modernisation engagement if scope is significant. **Do you work with educational or corporate clients, or just games studios?** Both. We've built educational mobile titles for institutions, training simulations for corporate clients, and commercial games for independent studios and publishers. Our Educational Games service covers pedagogy-led work. The mobile engineering approach is the same regardless of client type. **Where are you based?** London, UK. We work with studios, publishers, educational institutions, and enterprise clients across the UK, Europe, and internationally. English-native communication, UK timezone working hours, UK IP law. ### Game Design **How much does Game Design consulting cost?** We offer GDD creation packages starting from £2,500. Full prototyping and economy design services are quoted based on complexity. **Do I own the Game Design Document (GDD) and IP?** Yes. Once payment is complete, you own the bespoke design documentation, prototype assets, and other deliverables created for your project. Pre-existing tools and frameworks remain ours and are licensed for use within the delivered project. We sign NDAs before starting. **What's your game design process?** Our game design process begins with thorough market research and audience analysis, followed by concept development and rapid prototyping using Unity engine. We use iterative design methodology, continuously refining gameplay elements based on user testing and data-driven insights to ensure optimal player engagement. **How do you validate game concepts before full development?** We use rapid Unity prototyping to validate core game mechanics early in the development process. This approach allows us to test gameplay concepts, user interactions, and engagement metrics before investing in full development, saving time and resources while maximising the potential for success. **Do you create detailed game design documents?** Yes, we provide comprehensive game design documentation that includes gameplay mechanics, user interface designs, technical specifications, and monetisation strategies. Our documentation ensures clear communication throughout development and serves as a roadmap for implementation. **Can you design educational games for institutional clients?** Absolutely. We have extensive experience designing educational games for prestigious clients including Cambridge University Press and the Museum of London. We understand the unique requirements of educational content, balancing engagement with learning objectives to create effective educational gaming experiences. **How do you approach mobile game design differently?** Mobile game design requires special consideration for touch-first interfaces, shorter play sessions, and diverse device capabilities. We focus on intuitive controls, quick onboarding, and monetisation strategies that enhance rather than interrupt gameplay, ensuring optimal user experience across all mobile devices. ### Monetisation **Will adding ads ruin my retention?** Not if done right. We focus on Rewarded Video Ads, which players voluntarily watch for bonuses. When implemented well, rewarded ads can actually increase retention because players feel they are earning value rather than being interrupted. **Do you take a revenue share?** No. You keep 100% of your ad and IAP revenue. We charge a flat development fee or retainer for our services. **Which monetisation model is best for my game?** It depends on your genre, audience, and platform. Free-to-play with IAPs works well for casual and mobile games. Premium (paid upfront) suits narrative or niche titles with a dedicated audience. Subscription models are growing for games with regular content updates. We help you evaluate the trade-offs and choose the model that maximises lifetime value for your player base. **How do you design an In-App Purchase economy that feels fair?** We use data-driven approaches to balance your virtual economy. This includes modelling currency sinks and faucets, setting price anchors that feel reasonable, and ensuring free players can still progress meaningfully. A well-balanced economy reduces churn and increases willingness to spend because players feel the value is genuine. **Can you integrate multiple ad networks and mediation?** Yes. We integrate all major ad SDKs including Unity Ads, AdMob, IronSource, and AppLovin. We also set up mediation platforms that automatically serve the highest-paying ad for each impression, maximising your eCPM without you needing to manage individual networks. **How do you ensure monetisation complies with Apple and Google policies?** App Store and Google Play have strict rules around in-app purchases, subscriptions, and advertising. We ensure your IAP flows use the official payment APIs, your subscription terms are clearly communicated, and your ad placements follow platform guidelines. This reduces the risk of rejection during review or removal after launch. ### Educational Games **How much does an educational game cost?** Simple gamified quizzes start from £10,000, while full curriculum-aligned simulations range from £50,000 to £150,000+. We also offer maintenance retainers for school deployments. **What is the difference between "Gamification" and "Serious Games"?** Gamification adds game-like elements (points, badges, leaderboards) to non-game contexts to boost engagement. Serious Games are fully immersive video games designed primarily to teach a specific skill or curriculum (like Navigo or Word Fun World). We specialise in developing both. **Do you work with educational experts to ensure the content is accurate?** Yes. We have extensive experience collaborating with pedagogical experts, curriculum designers, and academic institutions (such as Cambridge University Press and the Museum of London). We build the game mechanics around your learning objectives to ensure the gameplay reinforces the education, rather than distracting from it. **Can you integrate the games with our Learning Management System (LMS)?** Yes. We can build back-end systems that track student progress, playtime, and quiz results, and then export that data to your internal dashboards or LMS. This allows teachers and administrators to monitor engagement and learning outcomes in real-time. **Do you build games for specific age groups (e.g., K-12 vs. Adult Learning)?** Absolutely. Designing for a 6-year-old requires completely different UX/UI and accessibility standards than designing for corporate training. We conduct focus testing with target demographics to ensure the interface, difficulty curve, and art style are age-appropriate and compliant with child data protection laws. **Can these games run on school hardware (Chromebooks/Tablets)?** Yes. We typically build educational titles in Unity or HTML5 (WebGL) to ensure they are cross-platform. This means your game can run smoothly on low-spec school Chromebooks, iPads, Android tablets, and web browsers without requiring high-end gaming PCs. **What are serious games?** Serious games are fully interactive video games designed with a primary purpose beyond entertainment, such as teaching a skill, changing behaviour, or training professionals. Unlike gamification (adding points and badges to existing content), serious games use game design as the core delivery mechanism. Our educational titles like Vocab Builder and Word Fun World are examples: they look and feel like real games, but every mechanic is mapped to specific learning objectives. **Can you modernise our existing educational Flash game?** Yes, this is one of our specialities. We reverse-engineered and rebuilt the Great Fire of London interactive for the Museum of London, converting it from obsolete Flash to modern HTML5 without any original source code. We can do the same for your educational Flash content, preserving gameplay fidelity while adding modern features like mobile support, accessibility, and LMS integration. **Do you build for corporate training as well as education?** Yes. The core skills are the same: designing interactive experiences around learning objectives, measuring outcomes, and making content engaging enough that people actually complete it. Corporate training typically has tighter timelines, stricter IT security requirements (SSO, on-premise hosting), and LMS integration needs. We handle all of these. ### Co-Development **How quickly can you start?** We can typically deploy a senior developer or a small squad within 1 to 2 weeks of signing an agreement, compared to the 3 to 6 months it takes to hire full-time staff. **Do you work on a Fixed Price or Retainer basis?** For Co-Development, we recommend a Monthly Retainer or Day Rate. This gives you the flexibility to change priorities and assign different tasks as your production needs shift. **Who owns the IP?** You do. Under our Master Services Agreement (MSA), the bespoke code, assets, and intellectual property we create for your project are assigned to your studio. Our pre-existing tools and frameworks remain ours and are licensed to you for use within the delivered project. **Can you work with our proprietary engine?** While we specialise in Unity, our engineering fundamentals allow us to adapt to custom C# frameworks. However, our peak efficiency is within the Unity ecosystem. **What time zones do you support?** We are UK-based (GMT/BST), which allows for significant overlap with both US East Coast (morning overlap) and European/Asian (full day overlap) studios. ### Performance Optimisation **My game crashes on older phones (OOM). Can you fix it?** Yes. We specialise in reducing Memory Footprint and eliminating Garbage Collection (GC) spikes that cause crashes on 2GB/3GB RAM devices. **How much does a performance audit cost?** A full profiling audit with a detailed report starts from £2,250 at our £750 audit and advisory rate. We scope the audit around the size, complexity and condition of the project, so the final figure depends on how much of the build we need to cover. Full optimisation implementation works on a retainer or day-rate basis at our standard £600 delivery rate. **What are your day rates?** Standard delivery work is £600 per day per engineer. Audit and advisory work is £750 per day. Both figures exclude VAT and are based on a 7-hour billable day. **What audit tiers do you offer?** Three. Audit scope is set by the size, complexity and condition of the project, and we confirm it with you at intake. The Rapid Audit is a fixed £1,250 covering 2 working days, a focused review of one priority area. The Deep Audit runs at £750 per day, typically 4 to 6 days, so £3,000 to £4,500 for a full review across all areas. The Due Diligence Audit runs at £750 per day, expedited, typically 2 to 4 days, so £1,500 to £3,000, aimed at investors, publishers, and acquirers. The audit fee is credited against the first month of remediation work if you proceed within 30 days. **How do you improve the frame rate (FPS) of a laggy mobile game?** We use a systematic profiling approach to identify the root cause of the lag, whether it's CPU bottlenecks, excessive draw calls, or memory leaks. By optimising assets, refining code architecture, and utilising techniques like object pooling and occlusion culling, we can significantly boost FPS without sacrificing visual quality. **Can you optimise a game that is already close to launch?** Yes. We specialise in late-stage optimisation. We can perform a rapid audit of your codebase and assets to implement high-impact fixes, such as texture compression, shader simplification, and garbage collection reduction, to ensure your game meets certification requirements for Apple App Store and Google Play. **Do you specialise in Unity performance optimisation?** Yes, Unity is our primary engine. We have extensive experience with Unity's specific tools, including the Profiler, Frame Debugger, and Addressables system. Our team understands deep engine specifics, such as optimising the scriptable render pipeline (URP/HDRP) and managing Unity's garbage collector to prevent stuttering. **My game drains the battery too quickly. Can you fix this?** Battery drain is usually caused by inefficient processing or excessive rendering. We analyse your game's thermal footprint and optimise expensive operations. This includes reducing physics calculations, optimising UI redraws, and implementing varying frame rates for menus versus gameplay to extend player sessions. **How is optimising for mobile different from PC/Console?** Mobile devices have strict thermal and memory limits compared to PC. Our approach for mobile focuses heavily on memory management (preventing crashes on low-end devices) and thermal throttling (ensuring the phone doesn't get too hot). We test across a wide range of devices to ensure stability for all players. ### Legacy Modernisation **How long does a Unity version upgrade take?** Typical ranges are 2 to 5 weeks for a small single-LTS-gap upgrade, and 6 to 16 weeks for a multi-LTS-gap upgrade on a larger project with custom render code, multiplayer networking, or heavy third-party plugin use. The Discovery phase gives you a project-specific estimate before we commit to the work. **Can I skip Unity versions when upgrading?** Technically yes. Pragmatically, for large gaps we recommend stepping through intermediate LTS releases. This isolates breaking changes and lets you verify stability at each stage. Our Unity Migration Checker shows a recommended migration path for your specific version gap. **Will my third-party plugins work after upgrade?** Actively maintained plugins (DOTween, Rewired, Photon, Mirror, FishNet) generally release Unity 6 compatible versions quickly. Abandoned plugins are the most common migration blocker. We audit every plugin in your project during Discovery and flag replacement candidates where needed. **Do we have to migrate from Built-in Render Pipeline to URP?** Unity 6 has marked Built-in as maintenance-only, meaning no new features. For projects shipping soon on Built-in that meet requirements, you can defer. For projects with meaningful remaining shelf life, a URP migration is usually worthwhile but is a significant piece of work in its own right, with material, shader, and lighting work involved. **Can you modernise a project without the source code?** A pure port or upgrade requires source. Without it, the only option is a rebuild, where we reconstruct the game in a modern engine using the original as specification. This is significantly more expensive than a port but is sometimes the only option for legacy titles where the original source is lost or unusable. **Do you work with live games?** Yes. Most of our modernisation engagements involve games with live users and revenue. Our process is built specifically to protect live revenue during the transition, using staged rollouts, parity tests, and rollback plans. **Where are you based?** London, UK. We work with studios, publishers, and educational institutions across the UK, Europe, and internationally. English-native communication, UK timezone working hours, and UK IP law. ### Game Porting **Can you port a game that wasn't built in Unity?** Yes. Non-Unity titles are typically rebuilt in Unity rather than directly ported, treating the original game as the specification. The approach, cost, and timeline differ from a straight port, which is exactly what the feasibility audit establishes. See our Legacy Modernisation service for engine rebuilds and Unity version upgrades. **How long does a mobile port take?** 2 to 4 months for most PC-to-mobile ports, where the touch UX redesign and device-tier optimisation drive the timeline. A simple mobile-to-PC port with minimal UI changes typically takes 6 to 8 weeks. The feasibility audit gives you a range specific to your game. **Do you handle App Store and Google Play submission?** Yes. Submission, compliance, and the store listing are part of the port, including age ratings, privacy requirements, and managing any review feedback cycles. **Can you port my game to Switch, PlayStation, or Xbox?** We haven't shipped a console title, so we scope console requests case-by-case and answer honestly about fit. The Unity engineering carries over; platform certification experience does not, and we'll say so upfront. If we're not the right team for your console port, we'll point you to a specialist porting house. **What if the audit says the port isn't worth doing?** We'll tell you, with reasoning in writing. We'd rather lose the work than ship a port that damages your game's reputation. The audit report is yours either way, and you can use it to brief another team or to revisit the port later. **Will multiplayer work cross-platform after porting?** It's implementable. Cross-platform play adds engineering for account linking and matchmaking across platforms, and it's scoped in the feasibility audit so the cost is visible before any work starts. ### App Store Launch **My game was rejected. Can you fix it?** Yes. We specialise in App Store Rescue. We audit the rejection reason (e.g., Guideline 4.2 Minimum Functionality) and implement the necessary code or design fixes to get you approved. **How much does a launch package cost?** Basic submission support starts from £2,000. Full App Store Optimisation (ASO) and asset creation packages typically range from £5,000 to £10,000. **My game was rejected by Apple/Google. Can you help fix it?** Yes. We have extensive experience navigating the strict Apple App Store Review Guidelines and Google Play policies. We can interpret the rejection notice, fix the specific technical or content violation (such as metadata issues, broken IAP links, or privacy policy gaps), and handle the resubmission process for you. **Do you handle App Store Optimisation (ASO) to get more downloads?** Yes. ASO is a key part of our launch service. We research high-volume keywords, write compelling store descriptions, and design high-converting screenshots and video trailers. This ensures your game ranks higher in search results for terms relevant to your genre. **Can you launch my game on Steam (PC) as well as Mobile?** Absolutely. While we specialise in mobile, we also manage Steam page setups, Wishlist campaigns, and build validation for PC releases. We ensure your game meets Steam's specific build requirements and help you navigate their distinct marketing tools. **Do you manage Alpha/Beta testing tracks (TestFlight)?** Yes. We can set up and manage Google Play Console internal testing tracks and Apple TestFlight groups. This allows you to distribute early builds to testers, collect feedback, and ensure your game is crash-free before the public global release. **What assets do I need to provide for a store submission?** You typically need a build (.aab or .ipa), high-resolution icons, screenshots for various device sizes (iPad, iPhone, Android Tablet), a privacy policy URL, and store copy (title, description). We provide a checklist and can create many of the visual assets for you if needed. ### Multiplayer & Networking **Can you add multiplayer to an existing single-player game?** Yes, but it requires a significant refactor. We can audit your codebase to give you a realistic estimate of the conversion effort. **Do you handle Peer-to-Peer (P2P) or Dedicated Servers?** We handle both. We will recommend the right architecture based on your game genre (e.g., P2P for a 1v1 card game, Dedicated Servers for a competitive shooter). **Do you offer 24/7 Server Support?** We can provide LiveOps and server monitoring packages post-launch to ensure 99.9% uptime. ### QA & Testing **Do I need to provide the devices?** No. We have access to a wide library of iOS and Android devices, as well as current-gen consoles and PC hardware. **Can you do automated testing?** Yes. For long-term projects, we can set up Unity Test Runner and automated scripts to handle repetitive tasks like menu navigation and smoke tests. **Do you test specifically for App Store rejection criteria?** Yes. We are familiar with the Apple App Store and Google Play guidelines and will flag any content or functionality that is likely to trigger a rejection. ### Educational Institutions **How do you ensure games align with our curriculum?** We work directly with your subject matter experts from day one. Every gameplay mechanic, challenge, and reward loop is mapped to specific learning objectives in your curriculum framework. We produce a detailed Game Design Document (GDD) that links each feature to measurable learning outcomes before development begins. **How do you approach privacy in educational games?** We design around the audience, data collected and requirements confirmed by the institution. For children's titles, that can include data minimisation, age-appropriate consent flows, high-privacy defaults and careful review of third-party SDKs. Legal and compliance requirements are agreed with the client rather than assumed to apply identically to every project. **What devices do we need to provide for a classroom deployment?** None beyond what you already have. We optimise for the hardware institutions actually deploy: Chromebooks, budget Android tablets, older iPads, and interactive whiteboards. We test on real school-grade devices during development, and provide a hardware compatibility report before launch. **How do teachers and administrators access student progress data?** Teachers see real-time dashboards showing each learner's progress, quiz scores, and time-on-task. Administrators can export aggregated data for reporting. We connect to your existing LMS so there's no separate login or manual data entry required. **What is your procurement process for institutional clients?** We understand institutional procurement. We can work with purchase orders, provide W-8BEN/W-9 forms for international clients, accommodate multi-stage approval processes, and deliver against milestone-based contracts. We have experience working with university procurement departments and public sector frameworks. **Can you modernise our existing educational Flash game?** Yes this is one of our specialities. We have successfully converted Flash-based educational games to HTML5 and Unity, preserving gameplay fidelity while adding modern features like mobile support, accessibility, and LMS integration. See our Fire of London case study for Museum of London. ### Game Studios **How quickly can your team ramp up on our project?** Typically within 3 to 5 business days. Our developers are experienced at reading existing Unity codebases, adopting house coding standards, and integrating into Jira and Slack workflows. We request a brief technical onboarding document and repository access, then we're productive from the first sprint. **Who owns the code your team writes?** You do. The bespoke code we write for your project is assigned to you upon payment, while our pre-existing tools and frameworks remain ours and are licensed for use within the delivered project. We sign NDAs before accessing your codebase and do not retain copies of your proprietary code after the engagement ends. **Do you work under NDA?** Yes, on every engagement without exception. We sign NDAs before accessing any code, documentation, or project details. We also carry professional indemnity insurance and are ICO registered for data protection compliance. If you're working on an unannounced title, your project details stay confidential. **What time zones do you work in?** We're based in London (GMT/BST) but regularly overlap with US East Coast and European studios. For US West Coast clients, we can adjust schedules to ensure 4+ hours of overlap for standups and code reviews. **How does billing work for a multi-sprint co-dev engagement?** For ongoing co-development we work on weekly or monthly rates with transparent sprint reporting, so you only pay for capacity you use. For well-scoped features (a porting layer, a UI system, a multiplayer integration), we can also provide fixed-price quotes with milestone-based payments. **What makes you different from freelancers or offshore teams?** Three things. Pedigree: our lead developer worked on RuneScape Mobile at Jagex. Integration: we join your tools and processes, not the other way around. Accountability: you get a consistent team with a UK-registered company behind them, not a solo contractor who might disappear mid-sprint. Our named client projects and case studies show that model in practice. **Can you help with console certification (TRC/XR/Lotcheck)?** Yes. We handle platform-specific certification requirements for PlayStation (TRC), Xbox (XR), and Nintendo Switch (Lotcheck), including mandatory features like achievements and trophies, suspend and resume, and input remapping. Our goal is a first-time pass to avoid costly resubmission delays. **Can you work with our proprietary engine or tools?** While we specialise in Unity, our engineering fundamentals allow us to adapt to custom C# frameworks and proprietary editor tools. However, our peak efficiency is within the Unity ecosystem, so we're upfront about that during the discovery call. ### Startups & Indies **How quickly can you start on our project?** Typically within 1 to 2 weeks. Once we have agreed scope and signed contracts, we request repository access and a brief technical onboarding document. Our developers are experienced at reading existing Unity codebases and are productive from the first sprint. **Do you take equity or revenue share?** We work on paid engagements, weekly rates, milestone-based, or fixed-price per feature. We do not take equity or revenue share. This keeps the relationship clean and ensures our incentives are aligned with shipping your game on time. **What if we run out of funding mid-project?** We work in short sprints with clear deliverables, so you always have a shippable build at the end of each cycle. If funding changes, we can pause cleanly. You own all the code, documentation, and assets produced up to that point. **Can you help us with pitching to publishers?** We can help you build a polished vertical slice or demo that makes a strong impression on publishers and investors. We have experience building pitch-ready prototypes that demonstrate core gameplay loops, visual quality, and technical feasibility. **Who owns the IP?** You do. The bespoke project deliverables are assigned to you upon payment, while our pre-existing tools and frameworks remain ours and are licensed for use within the delivered project. We sign NDAs before accessing your codebase and do not retain copies of your proprietary code after the engagement ends. **What Unity versions and render pipelines do you support?** We work across Unity 2021 LTS through the latest 6000.x releases, with experience in both URP and HDRP. For mobile-focused titles we typically recommend URP for its performance characteristics. We also have production experience with FishNet for multiplayer. **How much does it cost to build an indie game with you?** It depends on scope, platform, and complexity. A focused mobile game prototype might cost £8,000 to £20,000. A full mobile game from concept to App Store typically ranges from £25,000 to £80,000. A multiplayer game with persistent servers and live operations starts from £50,000 and scales with feature depth. We provide a detailed quote after the technical assessment, and we offer milestone-based payment so you are never paying for work that has not been delivered. **Can you help us with a game jam prototype or MVP on a tight budget?** Yes. We have built rapid prototypes and MVPs in as little as 2 to 4 weeks. For very early-stage projects, we can work on a fixed-price basis for a defined scope, keeping the engagement focused and the budget predictable. Our rapid prototyping framework cuts development time by 30 to 50% on these kinds of projects. **What is the difference between hiring you and hiring via your game studios page?** Our game studios page is designed for established studios that already have a development team and need to augment capacity or bring in specialist skills for a specific phase. This page is for startups and indie teams that may not have an engineering team yet and need a partner to take them from concept to launch. The service is the same senior developers and the same engineering quality; the engagement model is shaped around the stage of your company. ### Corporate Training **Can your training games integrate with our LMS?** Potentially. We first confirm the target LMS, deployment environment, reporting requirements and the standards it supports. SCORM may be an option for a browser-based package, while other projects may need xAPI or a custom interface. The integration approach is scoped and tested against the actual platform rather than presented as universal compatibility. **How do you measure learning outcomes?** We build analytics into every training experience. Pre/post knowledge assessments, time-to-competency tracking, scenario completion rates, and decision-quality scoring give your L&D team hard numbers on training effectiveness, not just completion checkboxes. **What types of corporate training do you gamify?** We can build scenario-based simulations for compliance training, customer service, health & safety, onboarding and soft-skills development. Any training where active decision-making improves retention is a strong candidate for gamification. **Can our L&D team update content without developers?** Yes. We can build a content management layer that lets your team update scenarios, quiz questions, regulatory text, and product information without touching code. This keeps your training current as regulations and products change. **What about data security for enterprise deployments?** We design around the enterprise requirements confirmed during discovery, which can include SSO integration, data minimisation, restrictions on third-party services, and on-premise or private cloud hosting. We can complete your vendor security questionnaire and work with your IT team on deployment. **How long does a corporate training game take to build?** A focused module (one training scenario, 10-15 minutes of gameplay) typically takes 8 to 12 weeks from kickoff to deployment. Larger programmes with multiple scenarios and branching paths take 4 to 6 months. We provide a detailed timeline after scoping your learning objectives. **Do you have corporate training clients we can speak to?** Our primary track record is in educational game development for academic institutions like Cambridge University Press, the BBC, and the Museum of London. Corporate training is a natural extension of that expertise, and the skills transfer directly: learning objective alignment, gamification design, accessibility, analytics, and multi-device deployment. We are transparent about this because we think honesty builds better working relationships. If you want to assess our capabilities, we recommend reviewing our case studies and speaking with us directly about your requirements. **What is the difference between corporate training and educational game development?** The core skills are the same: designing interactive experiences around learning objectives, measuring outcomes, and making content engaging enough that people actually complete it. The differences are in context. Corporate training typically has tighter timelines, stricter IT security requirements (SSO, on-premise hosting), LMS integration needs, and a focus on behaviour change rather than knowledge acquisition. We handle all of these. **Can you convert our existing e-learning modules into interactive experiences?** Potentially. We can assess existing slide-based packages, PDF training materials or video modules and scope an interactive rebuild around the learning objectives and available source content. This is similar to our legacy modernisation service, applied to training content rather than consumer software. ### Museums & Cultural Heritage **How do you work with our curatorial team?** We treat curators as the primary stakeholder. Early workshops map your collection's key narratives to interactive mechanics. Curators review every content milestone and sign off on historical accuracy before development proceeds. We have worked alongside curators and historians at the Museum of London and with pedagogical teams at Cambridge University Press. **Can the experience run on our existing gallery hardware?** Yes. We design for the hardware museums actually use, including large-format touchscreens, kiosk PCs, iPads in secure enclosures, and visitor BYOD via QR codes. We test for continuous 8+ hour daily operation and build auto-restart and remote monitoring so your front-of-house team can manage the installation without developer support. **Do you support Heritage Lottery Fund and Arts Council grant requirements?** Yes. We are experienced with grant-funded projects and can provide milestone-based deliverables, impact measurement reports, visitor engagement analytics, and the documentation frameworks these funders require. We have delivered against EU Horizon 2020 grant frameworks and are familiar with the documentation, milestone reporting, and impact measurement requirements of major UK funders including Heritage Lottery Fund and Arts Council England. **Can you modernise our existing museum interactive that runs on Flash or outdated software?** This is one of our specialities. We reverse-engineered and rebuilt the Great Fire of London interactive for the Museum of London, converting it from obsolete Flash to modern HTML5 without any original source code. **How accessible are your museum experiences?** We design for the full spectrum of museum visitors: children, elderly, wheelchair users, and visitors with visual or motor impairments. All projects include WCAG 2.2 AA compliance as a minimum, with adjustable text sizes, high-contrast modes, screen reader support, and touchscreen alternatives to fine motor interactions. **Can visitors continue the experience after leaving the museum?** Yes. We can build companion web apps or mobile experiences that extend the gallery visit, letting visitors revisit content, share highlights, or explore deeper at home. This also provides valuable post-visit engagement data for your team and extends the return on your investment beyond the physical exhibition. **Should we build a gallery kiosk interactive or a companion app?** It depends on your goals. Gallery kiosk interactives are best for focused, in-gallery engagement with a specific exhibit, running on museum-owned hardware for short visitor interactions. Companion apps are better for extended engagement before, during, and after the visit, running on visitors' own devices. Many museums benefit from both. We help you decide during the initial curatorial workshop based on your collection, visitor flow, and budget. **What technologies do you use for museum installations?** We choose the technology based on your project requirements. HTML5/WebGL is ideal for browser-based kiosk interactives and companion web apps that need no installation. Unity is better for complex 3D exhibits and projects that may later deploy to mobile app stores. Native mobile (iOS/Android) is best for companion apps with offline functionality and push notifications. We often combine technologies across a single project. **How long does a museum interactive project take?** A focused gallery kiosk interactive typically takes 10 to 14 weeks from curatorial workshop to installation. A companion mobile app with deeper content takes 14 to 20 weeks. Legacy modernisation projects (e.g. Flash to HTML5) range from 6 to 12 weeks depending on the complexity of the original. We provide a detailed timeline after the initial curatorial workshop. ### Still Have Questions? Can't find what you're looking for? Get in touch and we'll be happy to help. Ask Us Directly. ### Related Resources - **Game Development Glossary.** 40+ essential terms explained in plain language, from co-development and netcode to live ops and legacy modernisation. - **Cost Guide.** How much does game development cost in 2026? - **Timeline Guide.** How long does game development actually take? --- # Optional ## Blog Canonical URL: https://oceanviewgames.co.uk/blog Technical articles on Unity development, mobile porting, and game architecture. This page is the paginated index for the Ocean View Games blog. It presents 9 posts per page, drawn from the full archive of articles authored by the OVG team. The hub features a tag bar that lets readers filter by topic, a hero "latest article" card on page one (featuring the most recent post with its title, excerpt, author, publication date, and reading time), and a grid of remaining posts as preview cards. Each post preview includes title, excerpt, author byline, publication date, and reading time, and links through to the full article at `/blog/posts/[slug]`. Pagination controls appear at the bottom when there is more than one page of posts. Topics covered across the blog include Unity development, mobile optimisation, MMORPG architecture, performance tuning, monetisation, game design, multiplayer networking, legacy modernisation, and post-mortems from real shipped games. Articles are written by senior engineers on the OVG team and reflect lessons learned from shipping commercial titles. The blog also exposes an RSS feed at `/feed.xml` and is cross-posted to dev.to and Hashnode (with canonical URLs pointing back to oceanviewgames.co.uk). --- ## All Projects Canonical URL: https://oceanviewgames.co.uk/projects Projects delivered for studios, publishers, and institutions. Explore our portfolio of Unity game development projects spanning MMORPGs, educational games, mobile titles, and legacy modernisation. From building server-authoritative multiplayer architecture for 1,000+ concurrent players to reverse-engineering lost Flash games into modern HTML5 experiences, each project below demonstrates the technical depth and versatility our London-based team brings to every engagement. Our work includes client commissions, contributions from previous agency and studio roles, and original self-published titles. ### Ocean View Games Client Work Projects delivered by OVG for studios, publishers, and institutions. #### Domi Online Unity MMORPG scaled to 1,000+ concurrent players. FishNet server-authoritative architecture. Helped secure $3M seed funding. #### Nova Blast Collaboration with Foil Hat Games to update and optimise Nova Blast. Refactored codebase and implemented modern gameplay standards. #### Pocket Factory Development showcase of Pocket Factory, a merging strategy game for iOS and Android. Highlighting mobile UI design and monetisation mechanics. #### Nub Remake Case study: rebuilding the Nub mobile puzzle game from Java to Unity. Architecture decisions, porting challenges and performance gains. #### Vocab Builder Vocab Builder for The Language Conservancy. A serious game designed to preserve endangered languages through interactive gamification. ### Selected Experience Before OVG Notable projects delivered by our engineers during previous studio and agency roles. #### RuneScape Mobile Core developer on RuneScape Mobile at Jagex (2017 to 2019), porting the classic MMORPG to iOS and Android for 10+ million players. #### Word Fun World Mobile educational game for teaching English to children. Built for Cambridge University Press. Intuitive UI and progression systems. #### Navigo Award-winning tablet game with 15 mini-games across four languages. Built for the EU Horizon 2020 iRead project. #### Fire Of London Educational game about the Great Fire of 1666, rebuilt from Flash to HTML5. Originally developed for the Museum of London. ### Original OVG Titles Games designed, developed, and self-published by Ocean View Games. #### Empires Rise Our first self-published title. Full-cycle development from game design and art to store deployment. #### What's That Hyper-casual mobile game with rapid gameplay loops, clean UI, and ad-monetisation integration. #### Time Runner Fast-paced mobile endless runner built in Unity. Procedural generation, leaderboards, and optimised for low-end devices. ---