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Illustrative scenario · Game studio

The fun was there.
The frame rate was not.

The studio had found the fun but could not ship. We did the performance and game-feel passes, added analytics and a backend, ran a two-country soft launch and handed the studio a repository it owns.

Sector
Game studio
Capability
Immersive
Timeline
14 weeks, including a six-week soft launch
Status
Illustrative

This is a composite scenario built from how we deliver this kind of work. The client is fictional and the figures are targets, not measured results. We will replace it with a named engagement when a client agrees to be quoted.

The client

A two-person studio in Dhaka with a working puzzle prototype, no backend and savings for about four more months

The problem
  1. Playtesters liked the puzzle loop, but the prototype ran at 18 frames per second on a mid-range Android phone, crashed on resume, and had no analytics, no cloud save and no way to run events.
  2. The two founders had four months of savings left. They needed a co-development partner, not a vendor who would take the project away.
Approach

How we approached it.

  1. Two-week review

    We profiled the build, listed every frame-time cost and agreed a scope the founders could afford: performance, feel, backend, soft launch.

  2. Performance pass

    Object pooling, a single sprite atlas per scene, batched draw calls and a fix for the resume crash. The target was 55 frames per second on the founders' test phone.

  3. Game-feel pass

    Squash and stretch on tiles, hit-stop on a clear, particles and sound on combos, tuned in weekly playtests.

  4. Backend and analytics

    Cloud save, remote config for level tuning and events, and analytics for day-1 and day-7 retention and level drop-off.

  5. Soft launch and iterate

    Two countries, three builds, each changing what the drop-off data pointed at. Then the store launch, with the founders doing the releases.

See it take shape

Try it yourself.

A simplified illustration with made-up data. It plays once when it scrolls into view, and you can pause it or step through.

Retention curveIllustrative
Before co-devAfterRetention, % of installs
+11 pts

Hover or focus a point to read its value.

Step 1 / 4 Axes for day-1, day-7 and day-30 retention.

Hover the points to compare day 1, 7 and 30 retention before and after the co-development work.
Scope

What we built.

  • Performance fixes: pooling, atlasing, batching, resume-crash fix
  • Game-feel layer: squash, hit-stop, particles, audio
  • Backend: cloud save, remote config, events
  • Analytics with retention and level drop-off dashboards
  • Release pipeline the founders run themselves
Outcomes

Outcomes (targets).

These are the results we would aim for. They are not measured results from a named client.

  • Target
    18 to 58 fps
    on a mid-range Android phone
    founders' own test device
  • Target
    31% to 42%
    day-1 retention across soft-launch builds
    three builds, two countries
  • Target
    99.4%
    crash-free sessions at launch
    from the analytics
  • Target
    14 weeks
    review to store launch
    founders own the repository
Delivery

Timeline and stack.

Timeline

14 weeks, including a six-week soft launch

Stack
UnityC#Firebaseremote configanalytics
Lessons

What we learned.

  • Performance is game feel. Nothing feels good at 18 frames per second.
  • Soft-launch data beats everyone's opinion about which level is too hard.
  • Co-development means the studio ships the next release without you.
Related offering

How we would deliver it.

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for your business?

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