HUAHINE

Services

Everything between an idea and a staged rollout.

We are not a work-for-hire pipeline with a games team bolted on. Every discipline below sits inside the same six-to-eight person studio that runs our own Play catalogue.

Original game development

01

Concept to store listing in Unity or Godot. We take the parts other studios outsource — economy design, performance budgets, store assets — and keep them in one team.

  • Prototype in 3 weeks
  • Unity 6 / Godot 4
  • Vertical slice before production

Android app development

02

Native Kotlin and Compose, or Kotlin Multiplatform when a second platform is a real plan rather than a hope. Offline-first by default.

  • Kotlin · Compose
  • KMP when it pays
  • Offline-first data

Google Play release & compliance

03

Closed testing, data safety forms, target API bumps, Play Billing, pre-launch reports, staged rollouts and the policy correspondence nobody enjoys.

  • Data safety & policy
  • Play Billing v7
  • Staged rollout plans

LiveOps & monetisation

04

Season calendars, offer design, remote config and the analytics to tell whether any of it worked. We prefer economies that survive without dark patterns.

  • Season calendars
  • Remote config
  • Cohort reporting

Art direction & UI

05

Key art, in-game UI, icon and feature-graphic sets, store video. One art lead across the whole title so the icon and the tutorial look like the same game.

  • Key art & store sets
  • In-game UI systems
  • Blender · Substance

Performance & device QA

06

A frame budget agreed up front and tested on a rack of real low-end hardware, not just a flagship and an emulator.

  • Physical device rack
  • Frame & memory budgets
  • Pre-launch report triage

The route to the store

Six phases. One gate that really is a gate.

Phase 3 is where we recommend stopping if the slice is not fun. Saying so early is the most valuable thing we do.

  1. P11–2 weeks

    Discovery

    Audience, comparable titles, the one thing the game or app must do better than anything else on the store. Ends with a written brief and a budget range.

  2. P23 weeks

    Playable prototype

    A build on your phone, not a deck. We test the core loop with real players before anyone writes production code.

  3. P36–8 weeks

    Vertical slice

    One level, one flow, final art quality. This is the go / no-go gate — and the point where scope gets honest.

  4. P43–7 months

    Production

    Content, systems, store assets and compliance in parallel. Playable build every Friday, no exceptions.

  5. P54–6 weeks

    Soft launch

    Closed and open testing in two or three markets. We read retention and crash-free rates, then fix instead of launching.

  6. P6Ongoing

    Live

    Staged rollouts, season content, policy upkeep and a monthly report you can actually read. Most of our titles are still in this phase.

Tooling

Boring tools, chosen on purpose.

We pick engines and services we can still support in five years, and we keep the build pipeline in the repository so a project can be handed to another team without a knowledge transfer meeting.

Unity 6Godot 4KotlinJetpack ComposeKotlin MultiplatformPlay BillingPlay Asset DeliveryFirebaseAdMobBlenderSubstance 3DFMODFastlaneGitHub Actions

Straight answers

Questions we get before the first call.

Do you work on titles you do not own?

Yes — roughly half our work is partner projects. We take them on the same process as our own, including the Friday build and the vertical-slice gate. Publishing stays in your Play account under your name.

What does a project cost?

Discovery is a fixed fee. After that, most original games land between a three-month app build and a twelve-month game build, staffed at four to eight people. You get a budget range at the end of discovery, before production is committed.

Can you take over an existing app?

Often. We start with a two-week audit of the build, the store listing and the crash data, then tell you honestly whether it is worth continuing or rebuilding. Both answers have happened.

iOS?

Google Play is where we are genuinely good. We build with Kotlin Multiplatform or Unity so an iOS release stays possible, and we will say so plainly when a project needs a studio that lives on both stores.

Still the wrong question? Ask us directly.

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