Prototypes & gameplay
Validate movement, mechanics and the core loop with a playable build before expanding production scope.
Turn a game concept into something people can play, test and improve. We work on PC and mobile games, gameplay systems and interactive experiences, with a delivery path shaped around the core loop.
A small, playable vertical slice helps identify design and technical risks early. We then scope content production, supported hardware, testing and distribution requirements. Multiplayer, original art and audio are planned explicitly because they substantially affect production time and budget.
Validate movement, mechanics and the core loop with a playable build before expanding production scope.
Progression, UI, save systems, platform features and backend services selected for your game design.
Performance profiling, build pipelines and Steam or mobile-store integration and submission preparation.
We work with small teams and individuals, not large publishers. Typical situations:
BBR designed, built and released Grow.io, an arcade game for Android on Google Play. It is written in JavaScript on HTML5 canvas and wrapped with Capacitor, with AI-controlled opponents, skins, AdMob advertising, in-app purchases and a multi-language interface. The case study describes the engineering decisions. We mention it here because it means our knowledge of the release process, store policies and monetisation plumbing comes from having done it.
The expensive parts of a game are levels, art and audio. It makes no sense to buy them before the core loop has been shown to work.
How we work in detail ↗A short design brief: core loop, player goals, session length, platform, monetisation model and reference games. We identify the riskiest assumption and what a prototype must prove.
Placeholder art and real mechanics. The only question is whether the moment-to-moment play works. You play it on a real device, and so do a few people who have never seen it.
One small section of the game at release quality: final-style art, UI, audio, progression and performance on target hardware. This is the basis for a reliable estimate of full production.
Content, remaining systems, monetisation, analytics and localisation, built in increments with a playable build at every milestone.
Device testing, store assets and policy requirements, submission, and a plan for post-launch fixes and content. Source, project files and store access are handed over to you.
Engine choice should follow from the design. A heavier engine than the game needs means larger downloads, slower iteration and more that can break on cheap phones.
| Kind of game | Typical approach | Why |
|---|---|---|
| 2D arcade, puzzle, casual and idle games for mobile and web | HTML5 canvas with JavaScript or TypeScript, packaged with Capacitor | Small builds, fast iteration, one codebase for browser and stores. This is the stack behind Grow.io |
| 3D games, physics-heavy games, PC and Steam releases | Unity | Mature tooling, a large asset ecosystem and broad platform support |
| Leaderboards, accounts, cloud saves, live configuration | Node.js and PostgreSQL, or a managed backend | The same dependable stack we use for apps, sized for the game’s traffic |
| Ads and purchases | AdMob, Google Play Billing, App Store in-app purchase, Steamworks | Platform-native monetisation that meets store rules |
| Opponents and bots | Scripted and state-based AI tuned for difficulty and fairness | Makes a game feel populated without the cost of servers |
Performance is handled as a feature from the prototype onwards: frame-time budgets, object pooling, texture sizes and testing on modest Android hardware, where most performance problems first appear. If your game is closer to an app with playful elements than to a game, mobile app development with a standard app stack may fit better. Our comparison of native and cross-platform approaches explains the trade-offs.
A prototype can take a few weeks. A content-rich game can take a year or more. The differences come from:
We quote a fixed price for the prototype and the vertical slice. Full production is priced once the slice exists, because only then does anyone have the information to estimate it responsibly.
We are a small studio. That fits compact, well-scoped games and rules out productions that need a large content team.
We can scope Steamworks integration, build preparation and technical release support. The publisher account, commercial terms and final platform approval remain with you and the platform.
It depends on the game. For lightweight 2D games aimed at mobile and the browser we build with HTML5 canvas and JavaScript and package the result for the stores with Capacitor. That is how our own game Grow.io is made. For 3D games, physics-heavy games and PC releases, Unity is the usual choice. We recommend one after seeing the design and explain the reasoning.
Art and audio are scoped explicitly, because they frequently cost more than the code. There are three routes: you supply the assets, we build around licensed asset packs, or original art and audio production is planned as its own line in the scope with an agreed style and asset list. We tell you which route your budget realistically supports.
Yes. Grow.io uses AdMob for advertising and store billing for in-app purchases, so we have worked through consent prompts, ad placement that does not interrupt play, purchase restoration and store review requirements. Monetisation should be designed together with the progression system and not attached at the end.
It can be scoped, and it changes the project substantially. Real-time multiplayer needs authoritative servers, latency handling, matchmaking, cheat resistance and ongoing hosting costs. Many games that feel multiplayer do not need it: Grow.io uses AI-controlled opponents to give an arena full of rivals without any network dependency. We will discuss honestly which approach your design needs.
Tell us what the player does minute to minute, the target platform and any reference games. We reply with questions and a suggested scope for a first playable build.
Discuss your game ↗