Game Development

Game development contractor that ships titles players love

16.04.18 is a reliable game development contractor for mobile, web and PC games — design, art, gameplay code and backend from one team. Hire experienced game developers and go from concept to a polished, launch-ready game.

What you get

Mobile, web & PC games

We build games for iOS, Android, the browser and desktop — from casual and hyper-casual to deeper, systems-driven titles.

Prototype-first

We prove the fun fast with a playable prototype before investing in full production, so you validate the core loop early.

Art & game design

Game design, level design and art direction that make your game feel polished and worth playing from the first minute.

Multiplayer & backend

Real-time multiplayer, matchmaking, leaderboards, live-ops and the backend your game needs to scale.

Monetization built in

Ads, in-app purchases and progression designed to convert without ruining the experience.

Store & launch

We handle App Store, Google Play and web-store submission, plus post-launch updates and events.

How we work

  1. 01

    Concept

    We shape the core loop, audience and the smallest playable version worth building.

  2. 02

    Prototype

    A playable prototype to test whether the game is actually fun before full production.

  3. 03

    Produce

    Art, systems, content and backend delivered in weekly builds you can play and give feedback on.

  4. 04

    Launch & live-ops

    Store submission, launch and ongoing events, content and balancing based on real player data.

Why founders choose us

  • A reliable game development contractor — not a rotating cast of freelancers
  • One team for design, art, gameplay code and backend
  • Prototype-first so you validate fun before big budgets
  • Fixed scope and transparent pricing before we start
  • Estonian software company (160418 OÜ) with EU compliance
  • Direct communication with the people building your game

Hiring a game development contractor

Game projects fail on scope and on unclear ownership of art, code and live-ops. We work to a fixed vertical slice first: one polished level or loop that proves the game is fun, before any content production budget is committed.

You own the source, the assets and the store accounts. Every deliverable is playable, not a document about a game.

What we cover across a title

One contractor for gameplay, art direction, backend and release — so nobody can blame the other side of the hand-off.

  • Gameplay programming, physics, controls and game feel iteration.
  • Art, UI and animation aligned to a coherent visual direction.
  • Backend: accounts, saves, leaderboards, matchmaking, IAP and analytics.
  • Store submission, soft launch, LiveOps events and post-launch balancing.

Mobile, web or PC

Platform choice drives everything from input design to monetisation. Mobile favours short sessions and IAP or ads; web is unbeatable for instant-play and virality; PC allows depth and premium pricing. We recommend the platform that matches your audience and budget, then build for it properly rather than porting badly to all three.

Who this is for

  • Founders with a defined problem and users to talk to, who need a senior team to design and build the product.
  • Companies that need an external product team to own delivery end to end, not staff augmentation.
  • Teams replacing a prototype or no-code build that has hit its ceiling.

Who this is not for

  • Projects looking for the cheapest possible hourly rate — we work in scoped phases with senior people.
  • Briefs with no decision maker available during delivery; we need weekly decisions to move fast.
  • Requests to "just add developers" to an existing team without a clear product scope.

What drives the cost

We quote per phase after a scoping call. These factors move the number up or down.

  • Scope depth — how many user roles, flows and states the first release really needs.
  • Integrations — payments, auth providers, third-party APIs and anything with certification steps.
  • Platforms — web only, or web plus iOS and Android with store review cycles.
  • Data and AI — model usage, evaluation work and the infrastructure around it.
  • Compliance and legal constraints in your market, which change design and delivery time.

Risks, and how we handle them

Scope grows during delivery

We fix the phase scope in writing, keep a visible backlog, and take new ideas into the next phase instead of stretching the current one.

The first release misses what users need

We define what success means before the build, ship in weekly increments and adjust from real usage rather than assumptions.

Handover leaves you dependent on us

Your company owns the repositories, infrastructure and accounts. We document the architecture and can hand the codebase to your own team at any phase boundary.

Timeline slips on external factors

Store reviews, third-party approvals and content dependencies are tracked as explicit dates in the plan, not assumed away.

Frequently asked questions

What does a game development contractor do?

A game development contractor designs, builds and ships your game end to end — concept, game design, art, gameplay programming, backend, testing and store submission — so you get a finished, playable game without hiring and managing a studio yourself.

Can I hire your team to build a single game?

Yes. You can hire us as your game development contractor for one specific title, with a clear scope, milestones and timeline, rather than recruiting an in-house game team.

What platforms and engines do you build for?

We build mobile (iOS and Android), web and desktop games, and choose the right engine and tech stack for your genre, budget and performance needs.

How much does it cost to build a game?

It depends on scope, platforms and art needs. We define a fixed scope and price before starting and often begin with a prototype to keep early risk and cost low.

Can you start with a game prototype or MVP first?

Absolutely. We usually start with a playable prototype to prove the core loop is fun, then expand it into the full game on the same foundation.

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Products we shipped

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