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Ocean View Games
Ocean View
Games
Mobile Game Development Services

Mobile Game Development Services

UK-based Unity specialists. The team behind RuneScape Mobile. We build iOS and Android games from concept to store, port PC and console games to mobile, and optimise live mobile games for performance and battery life.

UK-based Unity mobile game studio

Ocean View Games is a UK-based Unity mobile game development studio. Our team built RuneScape Mobile, a #1 App Store RPG with over 10 million players worldwide. Under the OVG banner we've shipped Pocket Factory to both stores for Mojo Games and ported Nova Blast to Android for Foil Hat Games. We do three kinds of mobile work: build new mobile games from concept to store, port existing PC or console games to iOS and Android, and optimise live mobile games for performance and battery life. Every engagement is led by senior Unity engineers with shipping credits on mobile games used by millions of players. We're small enough that you work directly with the people building your game, and specialist enough that we don't get distracted by Unreal, Godot, or generic app work. UK-timezone communication, UK IP law, English-native delivery.

Who this is for

Three common situations. If any of these describe your project, we can help.

You have a game idea and need a team to build it

You want a mobile game built in Unity from concept to App Store. You want senior engineering, realistic timelines, a team that won't upsell you on features you don't need, and direct communication rather than a layer of account managers.

You have a PC or console game and want it on mobile

The source is Unity (or another engine we can work with). You need a team that can assess feasibility, redesign the UX for touch input, optimise for mobile hardware, and manage the App Store and Play Store submission process. This is the service our team built on at Jagex.

Your mobile game is live and needs performance work

Frame rate drops on mid-range Android. Overheating on iPhones during long sessions. Battery drain complaints. Loading times killing retention. Device fragmentation means the game works beautifully on flagship devices and crashes on budget hardware. You need profiling, thermal analysis, and tier-based optimisation.

Our three mobile services

We group mobile work into three tracks. Most engagements are one of these, or a sequence that involves more than one.

New Mobile Game Development

We build mobile games from concept to store. Discovery and prototyping, game design documentation, technical architecture, Unity engineering on a shared iOS and Android codebase, monetisation integration, analytics, multi-device QA, and App Store and Google Play submission.

Scope of a typical new mobile game engagement covers:
  • Concept, game design document, and monetisation strategy
  • Technical architecture (Unity version, render pipeline, networking where applicable)
  • Art pipeline setup and asset integration
  • Playable prototype and soft-launch build
  • Production engineering and content
  • Cross-device QA across low, mid, and high tier hardware
  • App Store and Google Play submission including store listings, age ratings, and certification
  • Post-launch LiveOps, bug fixes, and content updates

If you're at the idea stage, start with our Game Development Cost Estimator or our Brief Builder. Both are free and give you a scoped starting point before you talk to any studio.

Mobile Game Porting

We port existing games to iOS and Android. For Unity projects, we can typically retain 80%+ of the original game logic, with development effort focused on touch-first UX redesign, mobile performance optimisation, platform compliance, and SDK modernisation where the source is on an older Unity version.

This is the service our team built on. David led RuneScape Mobile at Jagex, where the challenge was bringing a 20-year-old PC MMO to iOS and Android without fragmenting the player community. The same technical approach applies to smaller projects. Recent OVG porting work includes the Android port of Nova Blast for Foil Hat Games.

Typical porting timelines are 3 to 6 months for a Unity-to-mobile port, depending on the source project's complexity and state. Start with our Porting Feasibility Checker to scope the port before any conversation. If the source is on an older Unity version (2019, 2020, 2021), see our Unity modernisation service, which is usually a prerequisite before porting.

Mobile Performance and Optimisation

Mobile is where performance problems hit hardest. Android device fragmentation means your game needs to run on a £200 budget phone as well as an iPhone Pro. Apple's thermal management throttles sustained performance. Battery life affects retention. Loading times affect install conversion. App size affects conversion even before install.

Our mobile performance work covers:
  • Thermal and battery profiling on representative mid-range hardware
  • Tier-based adaptive quality (low, mid, high performance brackets)
  • Draw call reduction and URP shader optimisation
  • Memory profiling and leak detection during soak testing
  • Loading time reduction via asset compression, addressables, and streaming
  • Frame rate stabilisation and frame pacing
  • APK/IPA size reduction for improved install conversion

For performance work across platforms beyond mobile (console, PC, WebGL), see our Performance Optimisation service.

What makes mobile different (and why specialists matter)

Unity can target mobile "by default" on any project. Mobile being supported is not the same as mobile being good. Device fragmentation, thermal management, battery life, App Store and Play Store requirements, touch UX, and LiveOps all take specialist attention that a generalist Unity team is likely to underestimate.

Device fragmentation is not a solved problem

Android ships on thousands of handsets with wildly different GPUs, CPU cores, memory budgets, and screen aspect ratios. A game that runs at 60fps on a Pixel 9 Pro may crash on a three-year-old budget Samsung. We plan and test against device tier brackets from day one.

Thermal throttling is invisible until it isn't

Phones don't advertise when they're throttling; they just get slower. A game that runs at 60fps for the first five minutes and 30fps after that has a retention problem nobody will report to you. We profile sustained load, not peak.

Store submission rejections cost weeks

Apple and Google each have extensive review guidelines. First-submission rejections for minor compliance issues are common. We review against current App Store Review Guidelines and Google Play Policy before submission.

Platform requirements tighten annually

Apple's minimum iOS target increases roughly yearly. Google Play's minimum target API level increases yearly. A mobile game built on Unity 2019 can become unshippable when target API requirements move. We build for current targets and flag upcoming requirement changes in planning.

Anchor credentials

Real mobile work, named clients, shippable results.

RuneScape Mobile (at Jagex)

David led RuneScape Mobile development at Jagex between 2017 and 2019. RuneScape Mobile brought a 20-year-old PC MMO to iOS and Android, reaching #1 RPG on the App Store and over 10 million players worldwide. The technical challenge was substantial: cross-platform client architecture, mobile network resilience, touch UX for a game designed for keyboard and mouse, and certification across both App Store and Google Play on a complex live-service codebase. This was mobile porting at the hardest end of the difficulty scale.

The techniques learned on RuneScape Mobile apply directly to every subsequent mobile port we work on, including yours.

Pocket Factory (at Ocean View Games, for Mojo Games)

A Unity-built mobile game shipped to both iOS and Android for Mojo Games, covering the full build from concept through store submission. View project.

Nova Blast (at Ocean View Games, for Foil Hat Games)

Android port of an existing Unity mobile title for Foil Hat Games, including SDK modernisation, platform compliance work, and Google Play submission. Read the case study.

Next steps

Three ways to start.

Use the tools

Run your project through the Porting Feasibility Checker if you're considering a port, or the Game Development Cost Estimator and Brief Builder if you're scoping a new mobile build. All free, no sign-up.

Request a scoping call

If you have a specific project and want to know what it takes, contact us and we'll set up a call. No sales pitch, just a technical conversation.

Start a Discovery engagement

Paid scoping phase, one to two weeks, delivers a written scoping document with timeline, risk register, and estimate. Get in touch to start.

Credentials

🎓

Unity Certified Expert

Certification held by a lead on every engagement, with shipping experience on mobile games reaching millions of players.

📱

Ex-Jagex Mobile Team Lead

Shipping credits on RuneScape Mobile (2017 to 2019), 10M+ players worldwide and #1 App Store RPG.

🕹️

Senior-only team

12 years (David) and 14 years (Adam) of game development experience. No junior-led engagements, no handoffs mid-project.

🏛️

UK-registered, London-based

Company No. 13011771, operating from London. English-native communication, UK timezone, UK IP law.

🚀

Shipped to App Store and Google Play

Pocket Factory, Nova Blast, and other Unity titles shipped and live on both platforms.

🌐

Mobile MMO-scale architecture

Shipped and upgraded multiplayer mobile at scale, from Domi Online to RuneScape Mobile.

Our Technology Stack

Built on industry-standard mobile architecture:

Unity Game Engine Logo
Unity
Apple iOS Platform Logo
iOS
Android Platform Logo
Android
Google Firebase Backend Services Logo
Firebase
Fastlane CI/CD Build Automation for iOS and Android Deployment
Fastlane CI/CD
GitHub Version Control Platform Logo
GitHub

How we work

Our standard mobile engagement runs in five phases. New builds and ports share the same structure, just with different focus in early phases.

1. Discovery and scoping

For new builds, this is concept, audience, scope, and monetisation model. For ports, this is a feasibility audit of your existing codebase, plugin inventory, render pipeline assessment, and target platform requirement review.

  • Output: A written scoping document with timeline, risk register, and milestone structure.
  • Focus for new builds: Concept, audience, scope, and monetisation model.
  • Focus for ports: Codebase audit, plugin inventory, render pipeline, and target platform requirements.
  • Duration: Typically one to two weeks.

2. Architecture and prototype

For new builds, this is technical architecture, Unity version selection, prototype of core mechanics, and early art direction. For ports, this is setting up the mobile build environment, resolving package compatibility, and validating the core game compiles and runs on target platforms.

  • Technical architecture: Unity version selection, render pipeline, networking where applicable.
  • Prototype: Playable core-mechanic prototype for new builds; compile-and-run validation for ports.
  • Build environment: Mobile build pipeline resolved for iOS and Android targets.

3. Production and optimisation

The main engineering phase. Content, systems, UX polish, monetisation integration, analytics, and continuous performance testing on real hardware. For ports, this includes touch input redesign, UI scaling for mobile screens, and platform-specific feature work.

  • Engineering: Content, systems, UX polish, monetisation, and analytics integration.
  • Touch redesign: Input, UI scaling, haptics, Safe Area, and notch handling for ports.
  • Continuous testing: Performance testing on real hardware throughout the phase.

4. Device QA and compliance

Testing across representative low, mid, and high tier hardware. Thermal and battery profiling on sustained load. App Store Review Guidelines and Google Play Policy compliance validation. Regression testing across aspect ratios, notches, and foldables.

  • Tier coverage: Low, mid, and high performance brackets on representative hardware.
  • Sustained load: Thermal and battery profiling beyond peak benchmarks.
  • Compliance: App Store Review Guidelines and Google Play Policy validation.

5. Store submission and launch

Build submission to Apple App Store and Google Play, store listing configuration, age ratings, privacy policies, in-app purchase setup, and managing any certification feedback cycles. Post-launch we offer LiveOps support covering analytics, patch releases, and content updates.

  • Submission: App Store and Google Play build submission with store listing configuration.
  • Compliance assets: Age ratings, privacy policies, and in-app purchase setup.
  • Post-launch: LiveOps support for analytics, patch releases, and content updates.

Ready to build or port a mobile game? Let’s discuss your project.

Book a Technical Consultation

What Our Clients Say
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. We continue to work with him on ad hoc basis.
David is very patient and has great communication. He is an appropriately skilled freelance Unity developer who 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. Thanks David!
Project: Vocab Builder