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The people who build it are on staff
Unity and Unreal engineers, 2D and 3D artists and QA work in the same studio, so the person who wrote the code is the one who fixes the build.
Unity · Unreal · 2D/3D art · QA · one studio
Whimsy Games is an iOS game development company that helps businesses create engaging mobile games, delivering high-quality solutions on time
# your game, not a market average
Selected productions from our portfolio — explore the work and the parts of the pipeline we owned.
Three checks before anyone talks budget: who is on the build, what we have already submitted to the App Store, and which engine the game runs on. Each answer names what it is based on.
01
Unity and Unreal engineers, 2D and 3D artists and QA work in the same studio, so the person who wrote the code is the one who fixes the build.
Unity · Unreal · 2D/3D art · QA · one studio02
ZiggyVerse and Meegos Mayhem went through the full run — builds, store assets and review fixes — with the same team on the file from day one.
ZiggyVerse · Meegos Mayhem · App Store builds03
Unity, Unreal, SpriteKit and Corona SDK are all on the table. The call is made from your game type and performance target before the first sprint.
Unity · Unreal · SpriteKit · Corona SDKThree phases, eight lines. Take all of it, or the parts your team doesn't cover — each one is priced as its own line.
Systems, art and interface, agreed before you build.
Systems, art and interface, agreed before you build.
Systems, art and interface, agreed before you build.
Systems, art and interface, agreed before you build.
A design system, art direction and every screen the build needs.
iOS code, the server behind it, and device testing.
iOS code, the server behind it, and device testing.
iOS code, the server behind it, and device testing.
iOS code, the server behind it, and device testing.
A signed build running on real devices, with the backend live behind it.
Submission, review answers, and updates after launch.
Store listing, build upload, and the answers that Apple's review asks for
Submission, review answers, and updates after launch.
The game on the App Store, and a team still on it after launch.
Every stage ends with something in your hands, and with a date you can hold us to.
“Changes during the plan cost days.
Changes after coding starts cost weeks.”
Total to App Store submission: 23 weeks from kickoff — a mid-complexity iOS build. The parent mobile hub quotes 4–6 months for this band.
One location through the pipeline — the same scene at five stages





Four areas that decide how an iOS build feels in the hand, not just what it contains.

Close collaboration between designers and developers produces one-of-a-kind software and design solutions for Unity iOS builds. Because the team knows the current toolchain, we select the iOS framework that suits the project.

UI designs tuned to every device in the Apple product line, with each aesthetic detail treated so the interface layout holds together.

Highly engaging 2D and 3D games for Apple users, built by developers who track what the platform rewards.

Native code in XCode plus a wider set of Unity iPhone features — fast access to the platform it runs on.
We pick the stack to fit the title, not the other way around. Most shipped work runs on Unity and Unreal, with custom backends and live-ops tooling layered on top.

AI assistants for generating concepts, textures, character variations, and LODs. We use them as accelerators for senior artists, not as replacements.






Same idea, three budgets. We'll tell you which platform to start on, and which one can wait.
Same team and the same guarantees — different first questions, different proof, different price band.
» Every estimate itemised — cut any line before work starts
» Store submission handled: optimisation, compliance, release
from $150,000
If the first playable doesn't make you smile, we rework the stage at no cost — until it does
They don't change by service, by budget or by client.

A consultation within 48 hours — next steps and the questions we need answered.
Add artists, engineers or QA mid-project, named and priced before the sprint.
Every estimate is itemised — cut or keep any line before work starts.
QA runs on every build across iPhone and iPad: alpha pass, beta pass, then the release candidate.
Explore the reference builds from our project portfolio.
Eliora is a multi-player, story-driven 2D puzzle adventure platformer set in the 1st century AD in the ancient Roman Empire. The attractive game scenery and engaging tale ensure that everyone who starts playing it has an immersive experience.
Explore project →
Direct quotes from the founders and directors who signed the work, published where you can check them.
Whimsy was the first outsourcing partner that actually felt like an extension of our internal team. Daily standups, transparent burndowns, and art that didn't need three revision passes.
They took over live ops without a single dropped event. Retention grew a quarter in a row — and our internal team finally slept.
Asset specs written by people who integrate them. Fewer rework loops than any vendor we tried in eight years.
We strive for excellence


Questions producers and founders ask before signing. If yours isn't here — the form below lands in our inbox, not a sales queue.

To select the right game development studio, start by reviewing their portfolio - check if they have experience in developing games of your genre. Pay attention to client reviews and case studies to assess company's reliability and communication skills. Make sure the company offers full-cycle development and uses modern technologies. It's also important to discuss your budget and deadlines. At Whimsy Games we are always ready to discuss your requirements and help find optimal solutions for your game. Finally, choose team which understands your idea and is prepared to offer creative solutions for your project.
Tell us what you're building. We'll come back within one business day with questions, a rough scope, and a 30-min call slot — no boilerplate, no sales loop.
