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Frequently Asked Questions
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Unity Game Development
View Service Page →We primarily build games and interactive products using Unity. Our work spans commercial games, educational projects, mobile and PC development, browser-based experiences and technically demanding interactive applications.
If you’re unsure whether your project fits, send us a brief and we’ll tell you directly.
No. We work with game companies, publishers, educational organisations and other teams building interactive products.
The important question is whether the project benefits from the kind of Unity engineering and technical ownership we provide.
Yes, within the right scope.
We have a small senior core team and can expand delivery through trusted contractors and specialists we’ve already worked with on real projects. We’re transparent about capacity and will tell you if a project’s team requirements would be better suited to a substantially larger studio.
Yes. Some engagements involve us owning most of the Unity development, while others involve working alongside an existing engineering, design or creative team.
For dedicated team reinforcement, see our Co-Development service.
Yes. We regularly work with existing codebases.
If the project’s condition or scope is unclear, we may recommend starting with a Technical Audit or Project Rescue engagement before committing to a larger body of work.
It depends on scope, platforms, content requirements and how much of the wider production we need to provide.
Once we understand the project, we can provide a structured estimate or proposal. For an early indication, use our Game Development Cost Estimator.
Unity is a mature cross-platform engine with a strong ecosystem and is particularly well suited to the kinds of mobile, PC, educational and interactive projects we work on.
Deep specialisation means we can spend less time learning the engine and more time solving the project’s actual engineering problems. Our engine comparison tool covers how Unity stacks up against the alternatives.
Mobile Game Development
View Service Page →Game Design Services
View Service Page →Game Monetisation Services
View Service Page →Educational Game Development
View Service Page →It depends on the scope, the platforms, how much content the game carries and how much of the wider production we need to provide. A focused single-mechanic game is a very different budget to a multi-language suite with reporting and LMS integration behind it.
Development is charged at our standard day rate of £600 ex VAT per engineer. For development projects, our typical minimum engagement is £15,000. Technical audits and paid discovery are scoped separately and can be smaller engagements. Once we understand the project we can give you a structured estimate or proposal. For an early indication, use our Game Development Cost Estimator.
Small, tightly scoped projects can be a couple of months. Most educational builds we see run somewhere between three and nine months, and larger multi-language or multi-platform programmes run longer.
Content volume and the number of stakeholders who need to review it tend to affect the timeline more than the engineering does. Our timeline estimator gives a rough indication before we speak.
Yes, and this is common. Clients regularly come to us with a curriculum, a research database, stories, artwork or subject expertise held by their own team, and need the game designed and built around it.
We are comfortable working alongside your educators, researchers, curriculum designers, illustrators or internal digital team rather than replacing them. Our team has done this with academic and institutional partners including Cambridge University Press, the Museum of London and the EU Horizon 2020 iRead consortium during earlier roles at fish in a bottle, and with The Language Conservancy on Vocab Builder.
Yes. You do not need to arrive with a finished game design. Plenty of clients arrive with a learning objective, a funded project or a body of material and no fixed idea of what the game is.
Where a project is not yet defined, we usually suggest a short paid discovery phase to establish the gameplay, the technical approach, a realistic scope and a defensible budget before committing to full production. It is not compulsory, and if the project is already clear enough to scope directly we will say so.
Yes. That covers moving off Flash or another dead runtime, upgrading an old Unity project, adding platforms, improving accessibility or performance, adding languages or content, and continuing development on something already released.
Our team rebuilt the Great Fire of London interactive for the Museum of London from a published Flash file with no original source code, recreating the full experience in HTML5. See our legacy modernisation service for the technical detail.
We typically build in Unity or for the browser using HTML5 and WebGL, which covers modest school Chromebooks, iPads, Android tablets, desktops and modern browsers without needing high-end hardware.
Native iOS and Android are available where mobile is the target, including managed-device, supervised and kiosk configurations, and we can build offline-first where connectivity cannot be relied on. Target devices are worth agreeing early, because they shape the technical plan.
Yes. Depending on what the project requires, that can include screen reader support for menus and instructional content, captions and subtitles, 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 build towards it and test against it as a development target rather than issuing a conformance certificate, and where formal certification or an external audit is required we will work with whoever provides it.
Where LMS integration is required, we first confirm the target platform, deployment environment and reporting needs. Depending on those requirements, the appropriate route may be SCORM, xAPI or a custom interface with single sign-on. Any standards-based integration is scoped and tested against the actual LMS rather than assumed to work universally.
Our SCORM vs Custom API post compares the approaches. Not every educational game needs LMS integration, so it is worth deciding early whether yours does.
Yes. Our team delivered Navigo for the EU Horizon 2020 iRead consortium during earlier roles at fish in a bottle, working across more than a dozen European research and education partners. That work won a Serious Games Society award in the Digital Game Competition.
We are used to projects with formal reporting requirements, multiple stakeholders and fixed funding windows. Where you are still preparing an application, a paid discovery phase can produce the scope, technical plan and costed budget the bid needs.
Gamification adds game-like elements such as points, badges and leaderboards to something that is not a game, to encourage engagement or completion. Serious games use game design itself as the delivery mechanism: the player is playing a real game, and the learning is built into how it plays.
We work on both. Word Fun World and Navigo sit firmly in the serious games category, while some corporate and training work is better served by gamifying material that already works.
Co-Development & Staff Augmentation
View Service Page →Performance Optimisation Services
View Service Page →Legacy Game Modernisation
View Service Page →Game Porting Services
View Service Page →App Store Launch Support
View Service Page →Multiplayer & Network Engineering
View Service Page →Unity Game QA and Testing
View Service Page →Educational Institutions
View Industry Page →Game Studios
View Industry Page →Startups & Indie Studios
View Industry Page →Corporate Training
View Industry Page →Museums & Cultural Heritage
View Industry Page →Still Have Questions?
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