Mobile Game Development in Unity

Starting at

$

65

/hr

About this service

Summary

I will help you develop your title to completion. I will work with your team to implement and improve any Unity game system.

Process

I will work directly with your team to develop features and improve them in your existing or new Unity title.
Depending on your project's current status I will help you anywhere from prototype to completion.
- Prototype - Here we find the fun. Things will be rapidly implemented and possibly thrown out. Paper design is always king but sometimes you need to play it to get a feel.
- Alpha - At this point we should be finishing up our design for the overall game. The core mechanics will be implemented here to a point where the game is playable. Depending on the game it's good to have the game completable here by the end of the phase.
- Beta - Ideally Beta is where the game is feature complete and everything needs polish. But every studio is different. Here I usually expect to add a few more systems and improve already existing ones.
- Launch - This phase is the most exciting and nerve-racking. I will be there to support you as I've done this many times before. During a launch it's important to celebrate the day, but after we'll see if we need to do any hotfixes as well as update any update plans you have for the game based on mass player feedback and analytics.
- Post-Launch (Optional) - After launch any game could use bug-fixing and polishing of beloved features that players often talk about. For many games this is also where community events are developed and tuned.

FAQs

  • Have you worked in small teams before?

    Yes. I've worked on teams as small as 10.

  • Have you done rapid prototyping before?

    Yes, I've finished dozens of game jams. You can find some of them on my portfolio page. https://willteixeira.com/category/game-jams/ If you don't know what a game jam is, it's a time-limited run of making a game, usually from scratch. They vary from 48 hour game jams to one whole month.

  • Have you worked in large teams before?

    Yes. I've worked in a Triple-A studio where the team size was 50+. At the peak my gameplay engineering team was around 11.

  • How much AI experience do you have?

    I have many years of experience working in AI in video games. I improved the hireling AI in DDO back in 2014. I also created the AI for Underworld Overlord (a VR RTS game) and I also created and managed the AI in Underworld Ascendant (a dungeon crawler heavy physics FPS game). These two games actually used a very similar system of goal oriented action planning, so similar that I just copied the code from the alpha prototype of UA into the UO game.

  • How much Unity performance experience do you have?

    A lot. On Underworld Overlord we had to get the game running in VR (2 cameras) on smart phones that came out in 2015. Rendering was the biggest issue since mobile phones don't have big video cards. On Underworld Ascendant for Update 1 we decreased loading times of levels by about 80%, we also nearly doubled the framerate. For that game it was a combination of everything that could use improvement so it wasn't just one thing that we could focus on. The performance improvements were mainly to help the consoles run the game since those consoles were far inferior to PCs at the time. We ran profilers locally, on xbox/ps4, and we also had an automated profiler that would take general snapshots of all levels at various angles to give us more data on how well our improvements were working.

  • What platforms have you developed games for?

    Steam, PC, Mobile, VR, Mobile VR, Android, iOS, Xbox One, PS4

What's included

  • MVP (Minimum Viable Product)

    At the end of the project you will have an MVP.


Skills and tools

Android Developer
Mobile Engineer
Game Developer
Android
iOS
Unity

Industries

Gaming
Mobile
Mobile Apps

Work with me


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