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Al Khobar, Saudi Arabia

Unity game development

Unity builds that run smoothly on the devices your users own

You need real-time 3D or a polished 2D game, and you need it to hold its frame rate on a mid-range phone. We build in Unity, profile early, and ship to the platforms your audience actually uses.

6 to 12

weeks for a focused Unity build

4

target families: mobile, desktop, web and headset

2 languages

Arabic RTL and English in every interface

2D and 3D gamesTraining simulationsInteractive product viewersAR and VR experiencesPerformance profilingShader and visual effects workArabic RTL interfacesAsset pipeline setupMultiplayer networkingBuild automation

The direct answer

Unity development is building real-time interactive software, games, simulations and 3D visualizations, on the Unity engine. It fits companies that need one codebase across phones, desktops and headsets, from studios shipping a game to firms training staff in a simulated site. We handle architecture, art integration, performance tuning and release builds.

Before and after

What this removes.

The build runs well on the developer's laptop only

Today

Frame rate drops, devices overheat and older phones crash, and nobody measured before art was locked.

With the system

We profile on target devices from the first sprint and set memory and frame budgets the art team works within.

The project is a pile of scenes nobody can extend

Today

Logic lives inside scene objects, so every new feature breaks an old one and new developers take weeks to start.

With the system

A clear code structure, documented systems and automated builds let any engineer add a feature safely.

Arabic text breaks inside the engine

Today

Letters appear disconnected or reversed, because the default text tools do not shape Arabic properly.

With the system

We set up a tested Arabic text pipeline with correct shaping, right-to-left layout and mixed-direction numbers.

What we build

What lands in your hands.

Gameplay systems

Controls, state, saves, progression and tools your designers can tune.

3D and 2D art integration

Models, animation, lighting and effects tuned for mobile budgets.

Simulation and training modules

Scenario logic, scoring and reporting for staff training.

AR and VR experiences

Headset and phone-based builds with comfort and performance checks.

Multiplayer and backend hooks

Matchmaking, sync and server-side checks where the design needs them.

Build and release automation

Repeatable builds for each platform, tested before they reach you.

In depth

How it works, and what to decide.

Why Unity, and when it is the wrong choice

Unity is a general-purpose real-time engine. Its main strength is reach: one project can target iOS, Android, Windows, macOS, WebGL and most headsets. It has a large library of tools, a mature asset ecosystem, and a wide pool of engineers, which keeps maintenance affordable after we hand over.

It is not the answer to everything. A simple form-based app does not need a game engine, and a very high-end console-style 3D title may fit another engine better. We tell you this at scoping. If a native or Flutter app serves you better, we say so, because an honest recommendation costs less than a rebuild.

For most Saudi projects, Unity fits three cases: mobile games, interactive 3D for sales and product explanation, and training simulations for industrial or safety work. Each has different art, performance and reporting needs, so we shape the architecture around the case rather than around a template.

Performance, devices and Arabic text

Performance is a budget, not a surprise. Before final art arrives we agree limits for draw calls, memory and loading time, tested on the weakest device you want to support. Lower-end Android phones are the usual constraint, and a game that works there will work almost anywhere. We use the engine's profiling tools every sprint, not only at the end.

Arabic needs deliberate handling. Unity's built-in text does not shape Arabic letters or order mixed Arabic and English correctly without extra work. We integrate a proven text pipeline, test it with real content, and check numbers, dates and punctuation, which are the places mixed-direction text usually fails.

Plan on 6 to 12 weeks for a focused build. Simulations with detailed scenario logic, or projects with custom 3D art, take longer, and we separate art time from engineering time so you can see where the weeks go.

Handover, licensing and long-term ownership

A Unity project is only as maintainable as its structure. We separate gameplay code from presentation, document each system in plain language, and set up automated builds so a release is a button press rather than a ritual. When we hand over, your next engineer, ours or someone else's, can read the project and extend it.

Licensing is part of scoping. Unity itself has plan terms that depend on company size and revenue, and some store assets carry their own licenses. We list every third-party component and its terms in the handover pack, so you know what you own outright and what you license.

If the build becomes a live product, the live-ops service takes over events, balancing and analytics from the same codebase. If it stays an internal simulation, we offer a maintenance plan that keeps it compatible as devices and operating systems change.

The delivery plan

Five stages. You sign off every one.

Read each stage as a small contract: what we need from you, what lands in your hands, and the sentence that has to be true before we move on.

01 / 05

Scope and technical plan

1 to 2 weeks

We define the experience, the target devices and the performance budget before building.

What you do
  • Describe the experience and audience
  • List the devices you must support
  • Share any existing art or code
What we deliver
  • A technical plan and device matrix
  • A scoped feature list
  • A fixed cost and timeline
Exit criteria

We move on when scope, target devices and performance limits are signed off in writing.

02 / 05

Vertical slice

2 to 4 weeks

We build one small, finished part of the experience to prove the look, feel and performance.

What you do
  • Test the slice on your own devices
  • Give notes on feel and visuals
  • Approve the art direction
What we deliver
  • A playable slice on target devices
  • A profiling report
  • A risk list for full production
Exit criteria

We move on when the slice runs within budget and you approve the direction.

03 / 05

Full production

3 to 6 weeks

We build out the remaining content, systems, Arabic interface and integrations.

What you do
  • Review weekly builds
  • Approve Arabic wording and layouts
  • Supply final content and assets
What we deliver
  • Weekly installable builds
  • Complete Arabic and English interface
  • Backend and reporting hooks
Exit criteria

We move on when the experience is complete and passes your acceptance list.

04 / 05

Optimization and release

1 to 2 weeks

We tune performance, fix remaining defects and prepare release builds for each platform.

What you do
  • Run final acceptance tests
  • Approve store or deployment details
  • Confirm launch timing
What we deliver
  • Release builds per platform
  • A handover pack with documentation
  • Source code and asset files
Exit criteria

We move on when release builds are accepted and the handover pack is delivered.

05 / 05

Maintenance

ongoing

We keep the project compatible with new engine, device and operating system versions.

What you do
  • Report issues as they appear
  • Approve upgrade windows
  • Decide on new features
What we deliver
  • Engine and OS compatibility updates
  • Bug fixes on an agreed cadence
  • A periodic health check of the build
Exit criteria

We move on when the maintenance cadence is running and you know how to reach us.

Buyer questions

Asked before signing.

Can you work with our existing Unity project?

Yes. We start with a short code and performance review, then tell you what to keep, refactor or replace. Taking over a project is often faster than starting again, but only if the structure is sound, and we say plainly when it is not.

How long does a Unity project take?

A focused game or interactive viewer usually takes 6 to 12 weeks. Simulations with detailed scenarios, custom 3D art or multiplayer take longer. We give a range at scoping and refine it after the vertical slice, which is where most uncertainty disappears.

Do you build AR and VR with Unity?

Yes. We build for phone-based AR and for common headsets, with attention to comfort, frame rate and input. Headset work needs real-device testing early, so we ask for access to the target hardware during the vertical slice stage.

Will the interface support Arabic properly?

Yes. We set up Arabic text shaping, right-to-left layout and mixed Arabic and English numbers from the first sprint, and test with your real content. Switching between Arabic and English happens inside the same build.

Who owns the code and assets when we finish?

You do. You receive the full project, source code, art files and build scripts. Third-party engine terms and any purchased assets stay under their own licenses, and we list each one in the handover pack so nothing is a surprise.

Ready to build in Unity without the performance surprises

Tell us what the experience needs to do and which devices it must run on. We will scope it and give you a fixed price within a week.