
Game Development Services
We build games that ship and stay shipped: mobile, web, and cross-platform titles with live-ops, monetisation, and performance tuned to your audience's devices, delivered with fixed pricing and full source ownership.
insight
What game development actually demands
Shipping a game is two products: the build and the operation. Retention, economy balance, events, and store performance decide whether a title earns, and most studio problems trace to vendors who deliver an APK and disappear. We plan live-ops, analytics, and content pipelines from the first sprint, because launch is the starting line.
Engine and platform choice follows the audience: Unity for mobile reach, web technologies for instant-play, native engines where the genre demands it. Specialised depth sits in our Unity 3D development and Unreal Engine development teams.
What our game development services cover
The full lifecycle: prototype to live operations.
Mobile game development
Cross-platform mobile titles with performance budgets on real low-end devices, because your audience does not own flagships.
- ✓Unity and native builds
- ✓Device-tier performance targets
- ✓Battery and thermal budgets
- ✓Store submission handling
Web and Instant-play games
Games that run in a browser link with no install, for channels where every install step costs most of your players.
- ✓WebGL/HTML5 builds
- ✓Instant-play optimisation
- ✓Social platform delivery
- ✓Leaderboards and sharing
Multiplayer and backend
Real-time services: matchmaking, state sync, and anti-cheat, load-tested before launch rather than after.
- ✓Matchmaking services
- ✓Real-time state sync
- ✓Anti-cheat measures
- ✓Load testing
Live-ops and content pipelines
Events, economy tuning, and remote config so the game evolves without re-submitting binaries.
- ✓Remote configuration
- ✓Event frameworks
- ✓Economy dashboards
- ✓A/B testing hooks
Monetisation design
IAP, ads, and subscription mechanics balanced against retention, modelled before implementation.
- ✓IAP architecture
- ✓Ad mediation
- ✓Subscription flows
- ✓LTV modelling
Porting and rescue
Titles brought to new platforms, or struggling projects brought back to shippable state with honest assessment first.
- ✓Platform porting
- ✓Codebase assessment
- ✓Performance rescue
- ✓Release stabilisation
What every engagement includes
Every game project ships with the following, agreed in writing before the first sprint begins.
Discovery workshop
A structured workshop maps your goals, users, and constraints into a scoped game roadmap with a fixed written quote before any sprint starts.
Named senior team
You get named, senior engineers with CVs you can review, not a rotating bench. The people in the kickoff are the people who ship.
Sprint demos every two weeks
Working builds are demoed live each cycle with CI running on every merge, so progress is visible in software, not slideware.
100% source-code ownership
All game source, configurations, designs, and documentation transfer to you on delivery with no licensing strings or vendor lock-in.
60 days of post-launch support
Engineering time is on standby for two months after go-live to triage defects, tune performance, and stabilise the release at no extra cost.
12 months of free updates
Compatibility updates, security patches, and platform upgrades ship free for a full year after handover.
What you can build with game development
Game products our team ships, each planned with live-ops from day one.
Mobile casual title
A polished cross-platform casual game with retention loops, monetisation balance, and live-ops events from launch.
Instant-play web game
A browser game for campaigns or platforms, playable from a link with social sharing and leaderboards.
Multiplayer arcade game
A real-time multiplayer title with matchmaking and backend services load-tested for launch.
Serious game or simulation
Training and education games with progress tracking and analytics for institutional buyers.
Live-ops refresh
An existing title re-platformed with events, economy tuning, and analytics that make updates measurable.
How a game Project Runs
Six stages, each with a sign-off gate before the next begins.
- 01
Discovery
We map your game goals, users, and constraints in a structured workshop, ending in a fixed written quote and an architecture risk list.
✓ step 01 complete - 02
Solution design
The game architecture, integrations, and delivery plan are designed and reviewed before build work starts, so scaling later is not a rewrite.
✓ step 02 complete - 03
Foundation sprint
Repositories, CI, environments, and a walking skeleton are set up first. Something real runs on a staging URL before feature sprints begin.
✓ step 03 complete - 04
Sprint delivery
Two-week sprints with live demos every cycle. game work is reviewed, tested, and merged continuously, so scope surprises surface early.
✓ step 04 complete - 05
Hardening and launch
Performance, security, and accessibility checks run against agreed budgets, followed by a staged game launch with monitoring from hour one.
✓ step 05 complete - 06
Support and handover
60 days of included support, 12 months of free updates, and documentation that lets your internal team own the system with confidence.
✓ step 06 complete
The stack behind our game builds
Default choices, stated with reasons.
Engines
Unity as the cross-platform default, Unreal for fidelity-heavy genres, web tech for instant-play, chosen per audience and platform.
Backend
Managed realtime and matchmaking services where they fit; custom services where economy logic and anti-cheat demand control.
Analytics
Retention, funnel, and economy instrumentation from the first build, because tuning without telemetry is guessing expensively.
Device testing
Real low-end device labs and performance budgets per tier, enforced in CI rather than discovered in reviews.
How intelligence flows through the game
What each layer reads, and what it changes.
Player analytics
Tracks funnels, churn points, and economy health for tuning.
Telemetry events, session data
Balance recommendations and dashboards
Difficulty tuning
Adjusts challenge curves against player performance.
Player performance signals
Difficulty parameters via remote config
Support assistant
Handles player questions and purchase issues at scale.
Help content, purchase records
Support tickets and refund queues
What's included, standard
The baseline on every game engagement. Not an upsell tier, just the floor.
Fixed written quote
The price agreed at discovery is the price you pay, with change handled through explicit scope changes rather than silent drift.
Solution architecture document
System design, data flows, and technology decisions written down so your team can audit and own the result.
Dedicated project manager
One accountable point of contact with real authority over the delivery, not a message relay between time zones.
QA on every build
Automated and manual testing on each game release candidate, with defects triaged before anything reaches production.
Security review
A checklist-based security pass covering authentication, data handling, and dependency vulnerabilities before launch.
CI/CD and environments
Pipelines, staging, and preview environments configured from week one, so releases are routine rather than dramatic.
Analytics and monitoring
Instrumentation wired before launch so you can see real user behaviour and system health from day one.
Documentation and handover
Code comments, runbooks, and architecture notes written for your next developer rather than for our convenience.
Store submission handled
App store and platform submission, review responses, and compliance checklist managed through to release.
Case studies that speak volume
Etihad Airways
A high-traffic consumer platform our team ships and operates at national-carrier scale, the same bar every build is held to.
PragPlay
A consumer platform from the same engineering system, proving the infrastructure core holds under real-time load with strict uptime demands.
Marvel Studios
A high-volume consumer experience our team ships at global-release scale, the same discipline applied to every launch.
Why teams pick us for game work
The differences live in engineering habits, not pitch decks.
Live-ops from sprint one
Remote config, events, and analytics are architected at the start, because post-launch operation decides whether the game earns.
Real-device performance
Budgets per device tier enforced in CI, so the title plays well on the hardware your audience owns, not the studio's test rig.
Retention before monetisation
We model monetisation against retention honestly, because extractive economies are a short-term win and a long-term churn machine.
Honest rescue assessments
For struggling projects we assess shippability in writing first, including when a rebuild beats a rescue.
Track record since 2010
9,000+ projects and 3,900+ apps across 25+ countries, with shipped titles among them.
Game development FAQs
$ moxace launch --nowReady to Ship a Game That Lasts?
Talk to our game team about a fixed-scope build with live-ops, performance budgets, and full source ownership.
- 01
Share your idea
a quick call, no deck required
- 02
See the live demo
every screen, admin to user
- 03
Launch with source
full code, your brand, your servers
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