GAMATRONIC

Services

Everything between
an idea and a
store listing.

Most studios hand you a build and disappear. We do the unglamorous half too: policy declarations, target API upgrades, staged rollouts, crash triage and the content calendar that keeps a title alive in month nine.

01

Game development

Concept to live Play Store listing

Full production in Unity or Godot — prototype, core loop tuning, content pipeline, economy modelling and the release itself. You get the repository, the build pipeline and the documentation, not a black box.

  • Unity 6 / Godot 4
  • Prototype in 4–6 weeks
  • Economy + progression modelling
02

Android app development

Kotlin, Compose, offline-first

Utility and product apps built native with Jetpack Compose, or shared across platforms with Kotlin Multiplatform when it actually pays for itself.

  • Kotlin + Compose
  • Room / SQLDelight offline core
  • Play Billing subscriptions
03

Play Store release & policy

The part that rejects builds at 2am

Store listing, feature graphics, data safety declarations, target API upgrades, staged rollout and the paperwork behind closed and open testing. We have not missed a Play deadline yet.

  • Data safety + policy review
  • Staged rollout plans
  • Closed / open test programmes
04

LiveOps & monetisation

What happens after launch day

Event calendars, remote-config balancing, ad and IAP mix, cohort analysis. We tune for the revenue that does not cost you the review score.

  • Remote config + event tooling
  • Ad / IAP balance
  • Cohort + funnel reporting
05

Porting & performance

Steady frames on cheap hardware

Frame-time budgets, draw-call surgery, ANR and crash triage, download-size reduction with Play Asset Delivery. Most of the install base is not holding a flagship.

  • 60 fps on entry-level devices
  • ANR / crash triage
  • App size reduction
06

Art & store assets

In-house, not outsourced

2D art, key art, UI kits, animation and the whole store creative set — icon, feature graphic, screenshots and trailers cut for Play browse behaviour.

  • Key art + UI kits
  • Store creative sets
  • Trailer editing

Engagement models

Three ways to work with us.

Bands, not quotes — the real number comes out of the scope sprint, where you also get a milestone budget you are free to take elsewhere.

Full build

from 48K EUR

We own delivery end to end, from the scope sprint to the Play rollout. Fixed milestones, fortnightly playable builds.

Best for founders and publishers without an in-house mobile team.

Team extension

from 7.2K EUR / month

One to four of our engineers or artists embedded in your sprints, your board, your repo. Minimum three months.

Best for studios that need a specific discipline for a while.

Rescue & port

from 14K EUR

A stalled, inherited or crashing build gets an audit, a written recovery plan and then the actual repair work.

Best for a project that already exists and is not shipping.

Delivery

What the
months look like.

Fortnightly sprints, a playable build at every boundary, and a shared scope board you can open at any hour without asking anyone.

Unity 6Godot 4KotlinJetpack ComposeC#C++Kotlin MultiplatformPlay Billing 7
  1. 01

    Scope sprint

    2 weeks

    Paid discovery. We come out with a build plan, a risk list, a milestone budget and a written technical approach you can take anywhere — including to another studio.

  2. 02

    Playable prototype

    4–6 weeks

    One vertical slice on real devices, not a slide deck. If the core loop is not fun here, we say so before anyone spends production money.

  3. 03

    Production

    3–9 months

    Two-week sprints, a playable build at the end of each one, and a shared dashboard for scope. Art, code and economy work run in parallel.

  4. 04

    Soft launch

    6–10 weeks

    Open testing in three secondary markets. We instrument retention and funnel, then fix what the data says rather than what the meeting says.

  5. 05

    Scale & LiveOps

    Ongoing

    Staged global rollout, then the content calendar, event tooling and monthly reporting. Or a clean handover to your team with documentation and a training week.

Questions we get every week

Straight answers.

Who owns the code and the IP?

You do, from the first commit. Work happens in your repository where possible, and every contract assigns IP to the client on payment. We keep nothing but a portfolio credit, and even that is optional.

Can you publish under your own Play account?

Either way works. Most clients publish under their own developer account and we act as a listed collaborator. If you do not have an account yet, we can publish under ours and transfer the listing later.

What does a typical project cost and take?

A utility Android app runs 48–90K EUR over four to seven months. A mid-core game with LiveOps starts around 120K EUR and eight months. The scope sprint gives you a real milestone budget before you commit to any of it.

Our build keeps getting rejected by Play. Can you fix that?

Yes — that is most of what the rescue engagement is. Data safety declarations, target API levels, ads policy, families policy and account deletion requirements are the usual culprits, and all of them are fixable.

Will you take over an existing codebase?

Regularly. We start with a fixed-fee audit: what the code actually does, what has to be rewritten, what can stay, and a recovery plan with costs. You can hand that plan to anyone you like afterwards.

Do you build for iOS too?

We lead with Android and Google Play because that is where our numbers are. Unity and Godot titles ship to iOS from the same project, and Kotlin Multiplatform covers app work — but if iOS is the primary platform, we are not the strongest studio for you.

Send a project brief

Written answer within two working days.