Est. MMV
Theme
14 · Game · Unity
2D · 3D · Mobile · Hyper-Casual

The idea exists. Take it to the store.

— Definition

Game development — the engineering process that turns an idea into a prototype and the prototype into a shippable product. Senkronix game projects cover 2D/3D mobile games in Unity, hyper-casual titles, educational games, and enterprise simulations. Store publishing, ad engine, and analytics are included as a full package.

N° I — Why Custom?

1000 ideas,
one shipped.

Game ideas are plentiful; shipped games are few. Most projects started with freelance developers stall midway: technical debt piles up, store publishing requirements (Privacy Manifest, GDPR, COPPA) cannot be met, ad integrations are done incorrectly, and mobile performance becomes unacceptable.

We run Senkronix game projects like a production line. The prototype, pre-production, production, soft launch, and global launch stages proceed in documented order. A playable build is produced in every sprint and validated through player testing. Store and ad integrations are planned from day one rather than patched in later.

Advantages of a custom build

  • Unity 2023+ — LTS release, performance and compatibility
  • URP + Shader Graph — mobile-friendly visual quality
  • Hyper-casual metrics — CPI, D1/D7 retention, LTV optimization
  • Ads + IAP engines via prebuilt modules
  • Store publishing process included — App Store + Google Play
  • Experience in enterprise training/simulation games as well
N° II — Modules

Every link in the game production line.

— Unity Build Flow / N° II-A
Five stages · From design to publishing
DEV TEAM → ← OYUNCU N° 01N° 02N° 03N° 04N° 05 DesignBuildQA / TestStoreLive Ops
● Production stage→ Build pipeline
01
Game Design

GDD (Game Design Document), mechanic design, level flow, progression curves.

02
Prototype & Playability

Core loop testing, feel/juice, prototype iteration, first playable build.

03
Unity Programming

C#, ECS/DOTS, Addressables, object pooling, mobile performance optimization.

04
Art & Visuals

UI/UX, characters, environments, animation, VFX; 2D Spine or 3D low-poly.

05
Sound & Music

SFX, BGM, adaptive music, FMOD/Wwise (optional), mobile audio optimization.

06
Ads & IAP

AdMob, IronSource, AppLovin MAX mediation; banner, interstitial, rewarded, offerwall.

07
Analytics & Live Ops

Firebase, GameAnalytics, Adjust, AppsFlyer; A/B testing, remote config, feature flags.

08
Store & Publishing

App Store, Google Play; store listing, ASO, screenshots, trailer, launch preparation.

N° III — Integrations & Technology

Ads, IAP, analytics.

— Monetization & Analytics Map / N° III-A
Six clusters · Game core
Oyun Çekirdek ADMOBMEDİASYONIAPANALYTICSATTRIBUTIONMAĞAZA Banner · VideoRewardedIronSourceAppLovin MAXUnity IAPApple / GoogleFirebaseGameAnalyticsAppsFlyerAdjust · BranchApp StoreGoogle Play · ASO
● Game core□ SDK / channel

The technology stack in mobile game projects is standard, but correct integration is critical. Wrong SDK version, wrong declared permission, incorrect integration — any of these can lead to store rejection or user loss. Senkronix uses the same professional stack in every game shipped.

Engines and tools

  • Unity 2023 LTS / 6 — Primary engine, URP render pipeline, Shader Graph
  • Godot / Unreal Engine — For specialized projects (large 3D, open world)
  • 2D tools: Spine, DragonBones, PSB importer
  • 3D tools: Blender pipeline, Substance Painter, Maya

Advertising and monetization

  • Mediation: AppLovin MAX, IronSource, Google AdMob, Unity LevelPlay
  • Ad networks: Meta, Vungle, Mintegral, Pangle, Chartboost, Unity Ads
  • IAP: Google Play Billing, App Store IAP; subscription, consumable, non-consumable
  • Offerwall: AdGate, Pollfish, Tapjoy

Analytics and LiveOps

  • Firebase Analytics, GameAnalytics, Unity Analytics — user behavior
  • Attribution: Adjust, AppsFlyer, Kochava — campaign ROI measurement
  • Remote Config + A/B: Firebase, Unity Remote Config; parameter changes without mandatory updates
  • Crash: Firebase Crashlytics, Sentry — stability tracking
N° IV — Who is it for?

Every type of game.

Scenario · 01

Hyper-Casual

Single simple mechanic, quick to learn; ad-driven monetization, high volume.

Scenario · 02

Casual & Puzzle

Match-3, puzzle, word games; moderate retention, mixed IAP + ads.

Scenario · 03

Mid-core & Strategy

Tower defense, RPG, card games; deep mechanics, high LTV, community-driven.

Scenario · 04

Educational Games

Children's education, language learning, math; curriculum-compliant content, parent panel.

Scenario · 05

Enterprise Simulation

Business training simulations, virtual factory tours, safety training, role-play.

Scenario · 06

Serious Games

Health, therapeutic, cognitive training; research-grounded gamification.

N° V — Frequently Asked

Clear questions,
clear answers.

Should I choose Unity or Unreal?+
For mobile 2D/3D projects, Unity is almost always the correct answer — smaller build size, faster iteration, broader SDK ecosystem. We recommend Unreal for high-quality 3D, PC/console, or AAA-graphics projects. Most mobile games ship in Unity.
Do you also handle store publishing?+
Yes. Developer account setup, privacy policy, ASO (store listing optimization), screenshots, description copy, localization, promotional video — we manage the entire publishing process. The project is planned from day one to meet Google Play Integrity and Apple Privacy Manifest requirements, minimizing rejection risk.
Should the game launch as free or paid?+
On mobile, free-to-play (F2P) + ads + IAP is the standard model. Premium (paid) game sales are more successful on PC and console. Enterprise simulation/training games are typically sold under a corporate license model. A tailored monetization strategy is defined per model.
What is the success rate of hyper-casual games?+
Hyper-casual success is numbers-driven: CPI (install cost) < LTV (user lifetime value) must hold. Typically, 1-2 of every 10 prototypes cross the economic threshold. We improve this ratio with pre-launch test campaigns — if metrics don't hold, we don't proceed.
Who owns the IP (intellectual property)?+
Software, art, and design all belong entirely to the client after project delivery. We only license our own standard infrastructure libraries (not character-based IP). No asset is ever co-branded with Senkronix.
Is multiplayer supported?+
Yes. We build multiplayer projects with Photon PUN2, Mirror, Unity Netcode for GameObjects, or dedicated servers (Node.js, Go). We have experience with async turn-based, real-time PvP, and MMO-lite projects.
Cost and timeline?+
Hyper-casual prototype 1-2 months, shippable casual game 4-8 months, mid-core game 8-15 months. Cost is clarified in the discovery phase based on art scope, programming complexity, multiplayer, localization, and store/ad integration scope.
N° VI — Process

Four stages.
Each one documented.

01
Discovery

Needs analysis, on-site observation, and scope definition. A documented scope statement is delivered.

Output: SRS · BPMN · Scope
02
Design

Architecture, data model, API, interface prototypes. Every decision is approved before code is written.

Output: UML · Figma · API Spec
03
Development

Two-week sprints with demos, CI/CD, code review, and automated testing in every sprint.

Output: Demo · Git · CI/CD
04
Launch & Support

Go-live, training, documentation. Long-term support under SLA is the standard.

Output: Go-live · SLA
— Game Proposal Desk

Share the idea.
Let's take it to the store together.

bilgi@senkronix.com · Karatay / Konya