
Games

Frequently Asked Questions
130 questions answered across our services and industries
ServicesIndustries
Unity Game Development
View Service Page →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, itemized quotes after reviewing your Game Design Document (GDD) or technical brief.
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.
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.
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.
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.
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.
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
View Service Page →Mobile game budgets vary widely. A simple hyper-casual prototype can start from £5,000, while a fully scalable multiplayer RPG typically ranges from £30,000 to £100,000+. We provide detailed quotes that include QA testing and Store submission fees.
If your game is built in Unity, we can often reuse over 80% of the code. The main challenge is User Experience (UX) conversion. We specialise in redesigning complex keyboard/mouse or controller inputs into intuitive touch-screen controls (gestures, virtual joysticks, and haptics) so the game feels native to mobile, not just a clumsy port. Our porting process starts with a technical audit of your codebase, followed by UX redesign and mobile performance optimisation. Typical porting timelines range from 3 to 6 months.
We use a tier-based optimisation strategy. We classify devices into Low, Mid, and High performance tiers. We then implement adaptive quality settings that automatically adjust resolution, texture quality, and particle effects based on the user's hardware. This ensures your game runs smoothly on a budget phone while looking stunning on the latest flagship.
Battery drain usually comes from excessive rendering or physics calculations. We optimise your game by limiting frame rates in static menus, using efficient shaders (URP), and reducing overdraw (rendering pixels multiple times). We also test specifically for thermal throttling to ensure the phone doesn't get hot during long play sessions.
Yes. Modern phones range from wide 16:9 tablets to tall 21:9 devices with camera cutouts (notches). We build Safe Area adaptive UI systems that automatically scale and reposition your buttons and menus so they are never hidden behind a camera hole or cut off at the edges of the screen.
We integrate all major monetisation SDKs, including Unity Ads, AdMob, and IronSource. Beyond just the code, we can help design your In-App Purchase (IAP) economy to be secure and compliant with Apple and Google's strict payment policies, minimising the risk of rejection during review.
Game Design Services
View Service Page →We offer GDD creation packages starting from £2,500. Full prototyping and economy design services are quoted based on complexity.
Yes. Once payment is complete, you own 100% of the Intellectual Property, documentation, and prototype assets. We sign NDAs before starting.
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.
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.
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.
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.
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.
Game Monetisation Services
View Service Page →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.
No. You keep 100% of your ad and IAP revenue. We charge a flat development fee or retainer for our services.
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.
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.
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.
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 Game Development
View Service Page →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.
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.
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.
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.
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.
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.
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.
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. For full details, see our legacy modernisation service.
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. For more details, see our corporate training page.
Co-Development & Staff Augmentation
View Service Page →We can typically deploy a senior developer or a small squad within 1–2 weeks of signing an agreement, compared to the 3–6 months it takes to hire full-time staff.
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.
You do. Under our Master Services Agreement (MSA), all code, assets, and intellectual property created by Ocean View Games during the contract belong 100% to your studio.
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.
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 Services
View Service Page →Yes. We specialise in reducing Memory Footprint and eliminating Garbage Collection (GC) spikes that cause crashes on 2GB/3GB RAM devices.
A full profiling audit with a detailed report starts from £2,000. Full optimisation implementation works on a retainer or day-rate basis.
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.
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.
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.
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.
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 Game Modernisation
View Service Page →Yes. We specialise in decompilation and reverse-engineering. We can often recover assets and logic directly from the retail build (APK/EXE/SWF) to reconstruct the project.
Flash-to-HTML5 conversions typically range from £5,000 to £20,000 depending on complexity. Full engine migrations (e.g., Old Unity to New Unity) require a custom audit.
In many cases, yes. We specialise in reverse engineering. We can often decompile existing builds to recover assets (art, sound, models) and reconstruct the game logic in a modern engine like Unity. While having the source code is faster, it is not always mandatory for us to rebuild your game.
Yes, this is a core service we offer (see our work on the Great Fire of London). We port end-of-life Flash games to modern standards (HTML5/WebGL or Unity) so they remain playable in modern browsers and on mobile devices without requiring plugins.
Absolutely. Games are often delisted for failing to meet new requirements, such as 64-bit compliance, API level updates, or privacy rules (GDPR/ATT). We can update your codebase to meet the latest Apple and Google certification standards and get your game back on the store.
Yes. Upgrading across major Unity versions often breaks physics, lighting, and custom scripts. We have a systematic process for jumping versions, fixing obsolete APIs, and replacing deprecated packages to bring your project onto a stable, modern Long Term Support (LTS) version.
Our goal is usually to preserve the game feel 1:1. However, we often modernise the User Experience (UX). This includes updating UI for modern aspect ratios (removing black bars), adding support for touchscreens, and implementing accessibility features that weren't standard when the game was first released.
Yes. We convert all types of Flash interactive content: animations, simulations, interactive infographics, training modules, and virtual tours. The process is the same: assess, extract assets, rebuild in HTML5 or Unity, test, and deploy.
Yes. For educational and training content, we add SCORM 1.2, SCORM 2004, or xAPI (Tin Can) tracking so that learner progress, scores, and completion status feed directly into your Learning Management System. This is particularly relevant for institutional Flash conversions where the original content had no LMS integration.
Almost always cheaper to convert. Conversion preserves the design decisions, gameplay balance, and content that went into the original, which often represents far more investment than the code itself. A full rebuild requires redoing all of that design work. The only scenario where rebuilding from scratch makes more sense is if the original content was poorly designed and you want to fundamentally rethink the experience.
Console Porting Services
View Service Page →Ideally, you should be a registered developer with Nintendo, Sony, or Microsoft to publish the game. However, we can guide you through the registration process. If you already have kits, we can work remotely or securely on-premise depending on security requirements.
A standard PC-to-Console port typically takes 3 to 6 months. This depends heavily on the complexity of the game, the state of the codebase, and how much optimisation is required for the Nintendo Switch.
Yes. Since the Xbox and PlayStation architectures are similar (x86), we can often develop for both simultaneously. The Nintendo Switch usually requires a dedicated optimisation timeline due to its unique hardware constraints.
Porting projects are typically fixed-price contracts based on a technical audit. Smaller indie titles may range from £15,000 to £40,000, while complex 3D titles requiring heavy optimisation will be higher.
App Store Launch Support
View Service Page →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.
Basic submission support starts from £2,000. Full App Store Optimisation (ASO) and asset creation packages typically range from £5,000 to £10,000.
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.
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.
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.
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.
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 & Network Engineering
View Service Page →Yes, but it requires a significant refactor. We can audit your codebase to give you a realistic estimate of the conversion effort.
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).
We can provide LiveOps and server monitoring packages post-launch to ensure 99.9% uptime.
Game Quality Assurance (QA)
View Service Page →No. We have access to a wide library of iOS and Android devices, as well as current-gen consoles and PC hardware.
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.
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
View Industry Page →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.
Yes. We build with privacy by design; no third-party tracking SDKs, no ad networks, no data sharing. For titles aimed at children under 13, we implement age-gating, parental consent flows, and data minimisation in full compliance with GDPR-K (UK) and COPPA (US) regulations.
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.
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.
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.
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. For a full overview of our approach, see our legacy modernisation service.
Game Studios
View Industry Page →Typically within 3-5 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.
You do. 100% of the intellectual property and source code is assigned to you upon payment. We sign NDAs before accessing your codebase and do not retain copies of your proprietary code after the engagement ends.
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.
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.
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.
Three things. Pedigree: our lead developer shipped 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 5.0 rating across 42 projects on Upwork is the track record behind that claim.
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.
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 & Indie Studios
View Industry Page →Typically within 1-2 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.
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.
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.
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.
You do. 100% of the Intellectual Property and source code is assigned to you upon payment. We sign NDAs before accessing your codebase and do not retain copies of your proprietary code after the engagement ends.
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.
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. For general benchmarks, see our cost guide and interactive estimator.
Yes. We have built rapid prototypes and MVPs in as little as 2–4 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 30–50% on these kinds of projects.
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
View Industry Page →Yes. We deliver SCORM 1.2 and SCORM 2004 compliant packages that work with all major Learning Management Systems, including Cornerstone, Moodle, SAP SuccessFactors, and Totara. Progress, scores, and completion status feed directly into your existing reporting dashboards.
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.
We have built scenario-based simulations for compliance training, customer service role-plays, health & safety walkthroughs, onboarding programmes, and soft-skills development. Any training where active decision-making improves retention is a strong candidate for gamification.
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.
We build for enterprise IT requirements: SSO integration (SAML/OAuth), GDPR compliance, no third-party data sharing, and on-premise or private cloud hosting options. We can complete your vendor security questionnaire and work with your IT team on deployment.
A focused module (one training scenario, 10-15 minutes of gameplay) typically takes 8-12 weeks from kickoff to deployment. Larger programmes with multiple scenarios and branching paths take 4-6 months. We provide a detailed timeline after scoping your learning objectives.
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.
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. For academic projects, see our education page.
Yes. We can take your existing slide-based SCORM packages, PDF training materials, or video-based modules and rebuild them as interactive scenario-based games. We preserve your learning objectives and content while transforming the delivery format. This is similar to our legacy modernisation service, applied to corporate training content rather than consumer software.
Museums & Cultural Heritage
View Industry Page →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.
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.
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.
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. Learn more about our full process on our legacy modernisation page.
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.
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.
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.
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.
A focused gallery kiosk interactive typically takes 10–14 weeks from curatorial workshop to installation. A companion mobile app with deeper content takes 14–20 weeks. Legacy modernisation projects (e.g. Flash to HTML5) range from 6–12 weeks depending on the complexity of the original. We provide a detailed timeline after the initial curatorial workshop.
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