Game Development

Games built to ship, and honest about the odds

Building a game is the straightforward part. Getting anyone to play it is the hard part, and most studios discover that after the budget is spent. We build games, and we will tell you before you commit where the money and the risk actually sit.

  • Playable build in the first month, not the last
  • Tested on the mid-range Android your players own
  • Store submission and launch handled
build 0.4 · device test
Frame rate
60
fps, sustained
Build size
41MB
under target
Cold start
2.1s
was 5.4s
Tested deviceAndroid 11, 4GB
Tutorial completion88%
Session length6m 20s
Crash free sessions99.4%

Mobile games, Unity
HTML5 and web games
Educational and training games
Simulation and product demos
Multiplayer and leaderboards

Read this first

Three things worth knowing before you fund a game

None of this is a reason not to build one. It is the difference between a project with a plan and a project with a hope.

01

Distribution is the real cost

The stores are crowded and nobody finds a game by browsing. Whatever you budget to build, assume you need a comparable amount again to get it played, or an existing audience you already own.

02

Scope grows faster here than anywhere

Games invite ideas. Every added mechanic touches balance, art, audio and testing at once. The discipline to ship a small game well is worth more than the ambition to ship a big one eventually.

03

Fun is discovered, not specified

No document tells you whether a game is enjoyable. Only a build in someone’s hands does. Any plan that puts the first playable at month five is a plan to find out too late.

What we build

Where a game is the right answer

Mobile games

Unity for iOS and Android, built around the devices most Pakistani players actually own rather than flagship hardware. Casual, puzzle, arcade and hyper-casual formats.

Educational games

For schools, training providers and institutes. The teaching objective comes first and the game mechanic serves it, which is the opposite of how most educational games are built.

Product simulations

Interactive demonstrations for machinery, property and complex products. Often the highest return work on this page, because the business case is a sale rather than a download.

Web and HTML5 games

No install step, which matters when you are attaching a game to a campaign or a website. Plays from a link on any device.

Gamified applications

Points, streaks, levels and leaderboards inside an app that is not a game. Effective when tied to something a user already wants to do, and ignored when bolted on.

Multiplayer and live features

Leaderboards, tournaments, matchmaking and the backend behind them. Real-time multiplayer is a significant step up in cost and we will say so before you scope it.

How it runs

A build in your hands in the first month

1

Concept and core loop, weeks 1 to 3

One mechanic, grey boxes, no art. The question is only whether the thirty seconds at the centre of the game are enjoyable. If they are not, we change them now rather than decorating them later.

2

Vertical slice, weeks 4 to 8

One level, finished to shipping quality, with real art and audio. This is what tells you what the full game costs and what it will feel like.

3

Production, months 3 to 6

Content, levels, progression and balancing, with playable builds every two weeks and real players on them.

4

Polish and launch

Performance on low-end devices, crash handling, analytics, store assets and submission. Store review is a queue, not a task, and we plan around it.

Budget shape

What a game actually costs to build in Pakistan

Ranges rather than prices, because scope drives this more than anything else. Art volume and multiplayer are the two levers that move the number most.

Simple casual or HTML5

600,000 to 1,500,000 PKR

One mechanic, limited levels, single player, no backend. Two to four months.

Full mobile game

1,500,000 to 5,000,000 PKR

Progression, custom art, audio, analytics, monetisation and store launch. Five to nine months.

Multiplayer or simulation

5,000,000 PKR and up

Real-time features, server infrastructure and the testing that comes with both. Nine months and up.

Running costs continue after launch: servers if the game has live features, store fees, and the annual platform changes that both app stores ship. Budget 15 to 20 percent of build cost a year to keep a game current.

Questions

What clients ask before starting

Which engine do you use?

Unity for most mobile and simulation work, because the tooling is mature and the talent pool in Pakistan is deepest. Web games are built without a heavy engine where the concept allows it, which keeps load times short.

Will my game make money?

Most games do not. The ones that do usually have either an existing audience or a marketing budget comparable to the build. If your goal is revenue rather than a product demonstration, plan the distribution before the build.

Can you work from our concept document?

Yes, and expect the first month to change parts of it. Documents describe intentions; builds reveal what is actually fun.

Do you handle art and audio?

Yes, in house or through artists we work with regularly. Art volume is the single largest cost variable in most games, so we scope it explicitly rather than leaving it open.

Who owns the game?

You do. Source, assets and store listings transfer to you. That is stated in the contract before work starts.

Start here

Tell us the thirty seconds

Not the whole story or the full feature list. Describe the thirty seconds a player spends at the centre of your game, and who you expect to play it. That is enough for an honest conversation about scope, cost and whether a game is the right vehicle at all.

Frequently asked questions

What does a game project involve?

Concept and mechanics, art, development, testing on real devices, and release on the stores. Monetisation and analytics are planned early rather than added later.

How long does a small game take?

A small mobile game usually takes three to six months depending on art, levels and platforms.

Can you work on an existing game?

Yes, after a review of the project files and codebase to see what can be reused safely.

Talk to us about your game project

Send us a short brief and we will reply with a scope, a timeline and a price. The first call costs you nothing, and we answer on WhatsApp during working hours.

WhatsApp usCall +92 345 5555396info@ezitech.org

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