Casual and hyper-casual
Short sessions, one strong mechanic, and an onboarding that teaches without a tutorial screen. The genre where a small team with a clear idea can still compete.
Choyo Labs · Mobile games · New Zealand
Casual and multiplayer mobile games: gameplay, art, backend and the live operations that keep players after launch. Quoted per project, built by one New Zealand team.
Talk about a gameMobile games look like software but behave like products with a long tail: the build is the beginning, not the bulk. As game developers we plan for that from the first conversation, including the honest part, which is that most games do not find an audience and the ones that do usually have a sharp, specific hook. Our write-up of what it takes to build and launch a mobile game covers the budget in detail.
What we build
Short sessions, one strong mechanic, and an onboarding that teaches without a tutorial screen. The genre where a small team with a clear idea can still compete.
Matchmaking, game state and the backend that keeps players in sync, designed so the server bill does not grow faster than the player count.
Ads, in-app purchases or subscriptions, decided before the design is final because they shape it. Then events, content updates and balance changes after launch.
iOS and Android from one codebase, through both stores' review, with the same store-submission work as our mobile app development.
What it costs
Art and animation are usually the largest share of a mobile game budget, followed by engineering, then design and playtesting, which cannot be skipped. We quote a fixed price for the build against a written scope, and we tell you plainly what the first year of live operations is likely to need, because a game with no post-launch budget is a game with no post-launch players.
If you are a New Zealand studio or business with a game idea, the useful first step is a scope for a playable prototype: small enough to test the hook with real players before committing to the full build.
Launch has its own checklist, much of it shared with apps: store listings, age ratings, privacy declarations and crash reporting, covered in getting your app approved and the pre-launch checklist. Most games also need a small website for the store listing, privacy policy and press, which we build alongside; see website design.
Shipped
Game development · FAQ
It depends heavily on art style, multiplayer and how much content launches with the game. We quote the build at a fixed price per project, and recommend planning a comparable amount for the first year of live operations.
Yes, and for most new games it is the right start. A small playable prototype tests whether the core mechanic is fun before the art and content budget is spent.
We choose per project, based on the game's genre, art style and who will maintain it, and the recommendation is written into the scope with the reasons.
Yes. Live operations, from events and content updates to balance changes and store compliance updates, are where a game keeps or loses its players, and we can stay on for them.
This page is for people who want a game built. If you are looking for work, you are welcome to get in touch, but we do not have open roles listed here.
Start a project
Tell us what you have in mind. We reply within two business days with scope, a timeline, and a fixed price.