Concept
What the player does, why they would do it again tomorrow, and which existing game they will compare it to whether you like it or not.
- You give
- The idea and the audience
- You get
- A scoped concept
- Takes
- Weeks one–two
ZDS Digital — Vadodara, India
GAMES
Mobile games designed around one loop worth repeating, then built and tested on mid-range phones rather than the newest device on a desk.
The core thirty seconds of play is built and tested before the art, the menus or the monetisation. If those thirty seconds aren't fun, nothing added later fixes it.
A visual style chosen for what can be produced consistently at the scale the game needs, rather than one hero screen that nothing else can match.
Frame rate, battery and download size are decided up front, not discovered at the end. A game that drains a phone gets uninstalled whatever it costs to make.
Builds, store listings, age ratings and review submissions — the unglamorous half that stops plenty of finished games from ever reaching anyone.
What the player does, why they would do it again tomorrow, and which existing game they will compare it to whether you like it or not.
The core loop, playable on a real phone, with placeholder art. This is the stage that decides whether the idea is worth building — and the cheapest place to find out it isn't.
Art, levels, progression, sound and the menus around the game. Test builds on your device throughout, so nothing is a surprise at the end.
Store listings, screenshots, age ratings, submission, and the fixes that come back from review. Then crash reports and drop-off watched through the first weeks.
Far more than the same budget spent on a website, and the range is enormous — a single-mechanic mobile game and a game with progression, levels and accounts are different projects entirely. The prototype stage exists partly to answer this with a real number instead of a guess.
Six weeks to a playable prototype. After that it depends entirely on scope, and anyone giving you a total before the prototype exists is guessing. We would rather tell you that than quote a number we then renegotiate.
Most games don't, and we won't pretend otherwise. Games commissioned as marketing — something a brand gives its audience to play — have a far clearer return than games built to compete in an app store with a million others. We will say which one yours is.
Yes — the source project, the art files and the store listings, all under your accounts. Nothing is kept on our side that would stop another studio picking it up.
Describe what the player does in a few lines. You'll get a straight answer about scope, cost and whether it's worth building.
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