What we do

Unity game development services

Four ways we help — as a full production partner or a specialist strike team inside yours, from our game studio in Islamabad, Pakistan.

What we offer

(01)

Full-Cycle Development

From first playable to store release — we design, build, and ship complete games in Unity, handling code, content, and certification.

UnityC#Cross-platformRelease
(02)

Game Design

Mechanics that feel good in the hand: core loops, level design, difficulty curves, and economies tuned around real playtests.

Core loopsLevelsEconomyPlaytesting
(03)

Art & Animation

A consistent visual identity for your game — 2D/3D assets, characters, VFX, and game UI that reads clearly at 60 fps.

2D / 3DCharactersVFXGame UI
(04)

LiveOps & Porting

Life after launch: content updates, analytics, monetisation tuning, and ports that make your game feel native on every platform.

AnalyticsUpdatesMonetisationPorts

How a project runs

The pipeline

[P1]

Discover

We dig into the idea: the fantasy, the audience, the platform, the budget. One week, one page, total clarity.

[P2]

Prototype

A rough playable in weeks, not months. We find the fun first — before a single polished asset exists.

[P3]

Production

Weekly builds you can actually play. Art, code, and design move together, and scope is managed out loud.

[P4]

Launch

Store pages, certification, release builds and the day-one patch.

[P5]

LiveOps

Post-launch content, events, analytics, and tuning — the part where good games become lasting ones.

Case study · our own game

Layerfall: one rule, four players

Game page
Four climbers gathered around a lit treasure chest in a stone dungeon chamber

Layerfall is our co-op dungeon extraction game. We run it through the same pipeline we use on client work, so it shows how a project with us goes.

Genre
Co-op Extraction
Players
Up to four
Platform
PC
Engine
Unity / C#
Status
In development
[01]

The brief

One rule to build a whole game on: anything you carry out is yours, anything you drop down there stays down there. It had to work for up to four players from day one, not as a mode added later.

[02]

What we did

We grey-boxed the descent first and tuned one decision before any art existed: push to the next layer or turn back. Then we built the low-poly, lantern-lit look so that light is information, and four players, loot and enemies stay readable in one dark room.

[03]

Where it stands

Layerfall is in development for PC, with builds and updates published on itch.io. Loot left behind on a failed run stays in the dungeon for the next crew, so a bad run becomes a reason to go back.

[04]

What carries over to your game

The order of work: a brief that fits in one sentence, a grey-box prototype that proves the loop, then art and content built on what proved fun. It is the pipeline above, on a real project.

Read the design notes in the Layerfall devlog, or see how the first step works in how we prototype. Builds are on itch.io.

Work models

Ways to work with us

Get a quote
2–4 weeks

Fixed-price prototype

$750 – $2.5k fixed price

One mechanic, grey-boxed and playable. You get a build in your hands and a clear keep / twist / kill call before committing to production.

  • Fixed scope & price
  • Weekly playable builds
  • Go / no-go report
Talk to us
Most chosen
Milestone-based

Full production

From $2.5k quoted per milestone

We own the game end to end — design, code, art, launch — quoted per milestone after a one-week discovery, so the number never surprises you.

  • Discovery week first
  • Milestone billing
  • Store launch included
Talk to us
Monthly

Co-development

From $10 / hour billed monthly

A dedicated Leekon crew slots into your team as a feature, porting, or LiveOps squad — working in your repo, your tools, your sprint rhythm.

  • Dedicated developers
  • Your pipeline & tools
  • Scale up or down monthly
Talk to us

Pricing

Budget-friendly Unity game prices

Industry cost guide
What you need Our price Timeline How we work
Playable prototypeOne mechanic, grey-box art $750 – $2.5k 2 – 4 weeks Fixed-price prototype
Hyper-casual gameOne-tap runners, stackers $2.5k – $8k 1 – 3 months Full production
Casual gamePuzzle, merge, idle, light match-3 $8k – $30k 3 – 8 months Full production
Mid-core gameStrategy, RPG, PvP, co-op From $30k 9 – 18 months Full production
Extra hands on your gameFeatures, ports, LiveOps From $10 / hour Month to month Co-development

Prices are in US dollars and are ranges, not quotes. They sit well below the usual industry ranges because we are a small studio in Islamabad with low overheads. Scope moves the number more than anything else: levels, online features and art style. Tell us about your game and we reply within two working days with a budget band for it.

Questions

FAQ

It depends on scope, but we work in clear bands. A playable prototype is a fixed price, usually $750 to $2,500 for two to four weeks. Full productions start around $2,500 for a small hyper-casual game and are quoted per milestone after a discovery week. Co-development is billed monthly from $10 an hour. You will always know the number before we write a line of code.

Two to four weeks for most concepts. We grey-box the core mechanic first and put a build in your hands — if the loop isn’t fun, you find out for the price of a month, not a year.

Unity and C#, targeting Android, iOS, PC, and WebGL. We build our own titles in the same stack, so your project benefits from tooling we already use daily.

Yes — co-development is a core service. We slot in as a feature team, a porting team, or the crew that carries a build through certification and launch.

Of course. Send yours or use our standard mutual NDA — signed before you tell us a single word about the idea.

Next step

Not sure what you need?

Most projects start with a short call. Describe the game — we'll suggest the shape of the work and a realistic budget band. For ballpark numbers first, read how much a mobile game costs to make.

Book a call →