Android Smartphones/Tablets
The full Android range, from flagship to the budget device with 3GB of RAM that represents an enormous share of the global player base. Tested on hardware, not emulators.
Every mobile game ships twice. Once on the dev team's flagship phones where it runs beautifully, and once on the four-year-old mid-range Android device the median player actually owns, where the frame rate discovers gravity. Most mobile game development companies build for the first launch and apologize for the second. Cobweb Games builds for the second one from the first line of code because that's where your retention numbers, reviews, and revenue actually live. We provide full-cycle mobile game development services for iOS and Android: custom development, cross-platform builds, multiplayer infrastructure, monetization systems, store submission, and the LiveOps pipeline that keeps a game earning after launch. What are mobile game development services? Everything between "we have an idea" and "we have a game with a player base." That is the scope. We handle all of it.


The full mobile production stack, from the first design document to the thousandth live update.
Custom mobile game development from original concept through store listing. Not a template reskin with your logo on the splash screen. A game designed for your audience, your monetization model, and the hardware profile of your target market.
Android game development calibrated for the device fragmentation Android actually ships on. Thousands of hardware configurations, a dozen active OS versions, and GPU drivers of wildly variable honesty. We test against fragmentation rather than pretend it does not exist.
iOS game development for the full iPhone and iPad hardware range, built to Apple's submission requirements from the start rather than discovering them at review. Metal rendering, correct safe-area handling, and App Store guidelines treated as a build spec, not a surprise.
One codebase, both stores, no platform feeling like the afterthought. Cross-platform mobile development with platform-specific optimization passes so the iOS build and the Android build both feel native to their hardware.
Unity mobile game development with the draw call discipline, texture compression strategy, and build size management that separates a Unity game that runs on mid-range hardware from one that thermal-throttles in the tutorial.
Unreal Engine mobile development for projects where the visual ceiling justifies the engine weight. Scalability settings configured for the actual device tier list, not the marketing screenshots.
Multiplayer mobile games with the networking architecture decided in week one, not bolted on in week twenty. Matchmaking, sync models, and server infrastructure designed around mobile network reality: packet loss, connection swaps, and the player who goes into a tunnel mid-match.
Hyper-casual development with the rapid prototype-test-kill-or-scale loop the genre economics demand. The core loop is validated with real CPI and retention data before full production spends a dollar it should not.
Casual and mid-core titles with the meta systems, progression depth, and content cadence that turn a download into a 90-day player. This is where LiveOps planning starts at design, not at launch.
Events, seasons, content drops, A/B tests, and the economy tuning that live mobile games run on. Launch is the start of the revenue curve, not the end of development. We build the pipeline that feeds it.
Performance optimization for games that already exist and already struggle. Frame rate, memory, load times, battery drain, and build size, profiled on real devices and fixed at the cause, not the symptom.
PC and console titles ported to mobile with the control scheme redesigned for touch, the UI rebuilt for 6-inch screens, and the performance budget rebuilt for mobile silicon. A port that plays like a port is a failed.


Tell us the concept, the audience, and the platform. We will tell you what it takes to build and what it costs. Send the brief. Itemized estimate with milestone plan within 48 hours. NDA signed before anything is shared. The store does not care about your idea. It cares about your build. Let's make the build undeniable.


The full Android range, from flagship to the budget device with 3GB of RAM that represents an enormous share of the global player base. Tested on hardware, not emulators.

iPhone and iPad development with universal builds, correct aspect-ratio handling across the device range, and App Store submission handled in scope.

Shared codebase, shared backend, cross-platform progression, and matchmaking that lets iOS and Android players exist in the same game world without either side noticing a difference.
Our team has shipped mobile games. They have watched a build fail certification, watched a soft launch return brutal retention data, and learned what to build differently. That experience is priced into every project as a discount, not a surcharge.
iOS and Android treated as two platforms with two rulebooks, not one platform with an export button. Store requirements, rendering differences, and input behavior handled per-platform.
Production-heavy phases get more hands. Quiet phases do not bill for idle ones. Team size follows the milestone plan.
Two-week sprints, playable builds at every milestone, and course corrections made when they are cheap instead of when they are catastrophic.
Frame budget, memory budget, and build size budget set at design and enforced through production. Optimization is a standing discipline, not a panic sprint before launch.
Weekly builds, honest status reports, and problems surfaced when they appear. You will never learn about a slipped milestone from the milestone.
OS updates, store policy changes, device launches, and SDK deprecations keep happening after launch. So do we.
We commit to dates, not vibes. A milestone plan that cannot survive contact with a calendar was never a plan.
Mobile is the largest gaming platform on earth. A professionally built game is the entry ticket, not a guarantee. We build the ticket properly.
An experienced team with an established pipeline ships months faster than a team learning mobile's failure modes on your budget.
Stable frame rates on the median device. Performance is a retention feature; players uninstall stutter.
Backend and client architecture that survives success. The worst launch problem is popularity your infrastructure cannot hold.
Onboarding, difficulty tuning, and session design engineered from data. D1, D7, and D30 are design outcomes, not luck.
IAP, ads, and battle pass economies designed with the gameplay, not against it. Monetization that respects players outearns monetization that ambushes them.
Shared progression and synchronized live content across both stores from one operational pipeline.
Analytics, remote config, and modular content systems that let the live game evolve without client updates for every change.
Concept, audience, market position, monetization model, and technical feasibility established before production spends anything.
Core loop, systems, economy, and content scope in a document specific enough to build from and estimate against.
Touch-first interface design for thumb zones, one-handed play, and the screen the player actually holds.
Gameplay systems, backend services, and platform integration built to the performance budget set at design.
Art pipeline with texture compression, atlas packing, and draw call discipline built in. Assets that fit the device, not just the concept art.
Mobile game testing services on real device labs: functional, performance, compatibility, and compliance testing before either store sees the build.
App Store and Google Play submission handled in scope, with the metadata, ratings, and policy compliance work done before the first rejection can happen.
Post-launch events, updates, economy tuning, and the data-driven iteration loop that live mobile revenue depends on.


Unity and Unreal engineers who have shipped to both stores and debugged on real hardware.
Loop, economy, and progression designers who work from retention data, not intuition alone.
Touch interface specialists who design for thumbs and glare, not desktop mockups.
Asset production within mobile budgets: compressed, atlased, and optimized on arrival.
Device lab testing across the hardware range players actually own.
Milestone accountability and the single point of contact your project deserves.
Our Technology Expertise in 3D Character Modeling.

Primary mobile engine. C# gameplay systems, URP rendering, Addressables content delivery.

High-fidelity mobile projects where the visual target justifies the footprint.

Lightweight 2D and casual projects where engine overhead is the enemy.

Gameplay logic, tooling, and backend services across the Unity stack.

Unreal development and performance-critical native plugins.

Native Android integration, platform services, and store billing.

Native iOS integration, StoreKit, and Apple platform services.

Analytics, remote config, crash reporting, cloud messaging, and the backend spine of live mobile operations.
We came to Cobweb with a game that ran at 60fps on our test phones and 19fps on our players' phones. They profiled it on a $150 Android device in the first week, found the overdraw problem our team had missed for months, and rebuilt the rendering path. Median-device frame rate tripled. Our one-star reviews about performance stopped within two updates.
Cobweb built our mid-core RPG from design doc to soft launch in eight months. Every milestone landed on its date. Every build was playable. When our soft launch retention came back weaker than projected, they treated the tuning sprint as part of the job rather than a change order. D7 went from 9% to 17% before global launch.
We needed our PC strategy title ported to mobile without it feeling like a PC game trapped in a phone. Cobweb redesigned the entire control layer and UI for touch. The mobile version now outearns the PC original, which nobody in our company predicted, including me.
Full-cycle mobile game development: concept, design documentation, UI/UX, programming, art integration, multiplayer infrastructure, QA, store submission, and post-launch LiveOps for iOS and Android. Also porting, optimization of existing games, and dedicated team extensions.
Yes. Both platforms, native or cross-platform, with platform-specific optimization and store submission handled in scope. Most projects ship to both stores from a shared codebase.
Unity for most mobile projects: mature mobile pipeline, small builds, huge device compatibility. Unreal when the visual target demands it and the device tier list can carry it. Godot for lightweight 2D. We recommend the engine that fits the project, not the one we feel like using.
Simple casual game: $25,000 to $80,000. Mid-tier title with custom characters and IAP systems: $80,000 to $250,000. Feature-complete with multiplayer and AAA art: $500,000 plus. Scope drives the number. Itemized quote within 48 hours of a brief.
Simple mobile game: three to six months. Mid-tier: eight to eighteen months. The timeline is set by scope and content volume, and we commit to it in the milestone plan.
Yes. Real-time and asynchronous multiplayer with matchmaking, server infrastructure, and anti-cheat. Networking architecture is a week-one design decision, not a week-twenty addition.
We handle the full submission process for both stores under your developer accounts: builds, metadata, content ratings, and policy compliance. The game ships under your name and you keep the store relationship.
Yes. LiveOps retainers cover content updates, events, economy tuning, OS compatibility updates, and bug fixes. Structure it before launch, not after.
Yes. StoreKit and Google Play Billing, ad mediation, rewarded video, and battle pass systems, designed into the game economy rather than duct-taped onto it.
Yes. Full IP ownership of all code and assets transfers to you on final payment. We retain no rights to reference, reuse, or resell your work.
Yes, after a technical audit of the existing codebase. We assess what exists, redesign controls and UI for touch, rebuild the performance budget for mobile hardware, and tell you honestly what the port will take before agreeing to scope.











