If you want to get a mobile game made, here is the first thing to know: there is no single answer to what it costs or how long it takes. The genre, number of levels, 2D or 3D, whether it needs a server, and the revenue model all decide that. The good news is that a clear game idea, a short written scope and a small first version let you control both risk and budget.
We take the same approach with our own games. Our children's game Kaşif Ormanı is in development and not yet released, and what we learned along the way is below.
1. Boil your game idea down to one page
Before talking to a game developer, answer these:
- What does the player do? The gameplay in one sentence (match, run, collect, build).
- Who will play? Age group and gaming habits.
- Why would they come back? Levels, rewards, daily goals, progression.
- How will it earn money? Ads, in-app purchases, subscription or a one-off price.
- What are similar games, and how is yours different?
This page needn't be technical; the goal is clear thinking. For general first steps, see I have an app idea, where do I start.
2. What drives mobile game development cost?
A single number would mislead you. Mobile game development cost is shaped by:
| Factor | Effect on cost |
|---|---|
| Genre and gameplay complexity | A simple puzzle and an open-world game are very far apart. |
| 2D or 3D | 3D adds modeling, animation and optimization work. |
| Art and audio | Illustration, animation, music and sound effects are separate workloads. |
| Amount of content and levels | Every level needs design and testing. |
| Multiplayer or online features | Brings servers, matchmaking and anti-cheat concerns. |
| Accounts, payments, subscriptions | Separate integration and testing. |
| iOS and Android | Testing and release on two stores. |
| Content and upkeep after launch | An ongoing update plan affects the budget. |
The general budgeting logic in app development cost applies here too, with art and content carrying extra weight in games.
3. How a game gets made: the short process
- Discovery and scope: we listen to the idea and write down what is and isn't in version one.
- Prototype: test whether the core gameplay is fun with a small, unpolished build.
- Design: characters, interface and mood. No production starts without your approval.
- Development: weekly builds you can try on your phone.
- Testing and release: testing on different devices and store preparation.
- Growth: updates and new levels based on feedback.
Our game development process article goes deeper into each stage. A simple game can take a few weeks; a content-heavy one can take months or longer. The exact time depends on scope.
4. Extra care for children's games
For kids' games, things like a parental gate, time limits, and how ads and purchases are presented matter both for store rules and for privacy law. If children's data is involved, work with a lawyer. For design ideas, see educational games for kids. In Kaşif Ormanı we decided on things like ages 3 to 9, a one-hour daily limit and a parental gate right at the start for this reason.
5. Protecting your idea and settling ownership
A game idea on its own may not be protected by copyright, but concrete outputs like art, code and music carry rights that should be settled. State in the contract who owns the source code, artwork and audio files. Our articles app development contract and how to protect an app idea help here. For legal specifics, ask a lawyer.
Ways to work together
- Turnkey: fixed scope, clear timeline, you own all the source code.
- Shared growth: a lower upfront fee plus a share of revenue at an agreed rate.
- Idea partnership: for a strong idea, OdenaVerse covers the development cost and earnings are shared under a contract.
What a good game brief looks like
A short brief sent to the developer speeds up and sharpens the quote. These headings are enough:
- Summary: what the game is and who it's for, in one sentence.
- Gameplay loop: what does the player do in one round and what do they gain?
- References: two or three games you like and why.
- Version one scope: how many levels, characters, modes?
- Revenue model: ads, subscription, purchases or paid download.
- Platform: iOS, Android or both.
- Budget and timing expectations: even a rough range makes planning easier.
Common mistakes when commissioning a game
- Putting everything in version one: split the big dream into pieces and prove the fun core first.
- Skipping the prototype: investing in art before you know the gameplay is fun gets expensive.
- Leaving the revenue model for last: whether it's ads or subscription changes the design of the game.
- Not knowing the audience: age group shapes everything from difficulty balance to interface. That is why Kaşif Ormanı has separate difficulty levels for ages 3 to 5 and 6 to 9.
- Not testing: real players find problems you missed within the first minute.
Frequently asked questions
How much does it cost to get a game made?
There's no single figure. Genre, content volume, 2D or 3D and online features decide it. Once your scope is written down, you can get a concrete quote.
Can I get a game made without coding skills?
Yes. You bring the idea, target audience and decisions, and the team handles the technical side.
Will my game make money after release?
There's no guarantee. Revenue depends on quality, reaching the right audience and the revenue model, which is why testing with a small first version is wise.
Which game engine do you use?
The choice is made together based on the game's needs. Popular engines such as Unity are common for mobile games.
OdenaVerse also builds games for people with game ideas. Tell us yours and we'll write up scope and working model together. Email us at [email protected].