Full-cycle game development

Get a team to develop a beautiful, engaging, terrifyingly addictive world for your fantasy. Or a straightforward shooter in the gray, muddy corridors. Or any other game. We do full-scale development for game ideas that use this medium as a way to create something new, funny, scary, moving, — to create a story. We’ve been doing it for 16 years, and we’re sure there are more stories to invite the players in.
Our full-cycle game development clients

Services & Expertise

  • Bring my game ideas to life
  • Create the right game for my IP
  • Bring my game ideas to life

Bring my game ideas to life

  • Established game development teams with strong product expertise that cover all production needs for full-cycle game development, including deep tech knowledge in most game engines like Unity, Unreal Engines and proprietary engines, too.
  • Full-fledged market analysis, game design document development, and art style definition
  • Quick prototyping of key mechanics and core gameplay elements
  • Iterative, agile production cycle based on the milestones gamedev milestones
  • Soft launch and post-release
  • Community management

Create the right game for my IP

  • Find a perfect fit between ideas you have IP or license for and players who would want to explore them
  • Work with iLogos team that has processes to work with IP owners and get approvals quickly, knows everything about IP-based game development, and is ready for tedious hours of market research, early game tests, and resilient community management
  • Our expertise is from building popular games that had IPs based on Simpsons, Puss in Boots, Star Trek, etc.

Bring my game ideas to life

  • Established game development teams with strong product expertise that cover all production needs for full-cycle game development, including deep tech knowledge in most game engines like Unity, Unreal Engines and proprietary engines, too.
  • Full-fledged market analysis, game design document development, and art style definition
  • Quick prototyping of key mechanics and core gameplay elements
  • Iterative, agile production cycle based on the milestones gamedev milestones
  • Soft launch and post-release
  • Community management

Bring my game ideas to life

  • Established game development teams with strong product expertise that cover all production needs for full-cycle game development, including deep tech knowledge in most game engines like Unity, Unreal Engines and proprietary engines, too.
  • Full-fledged market analysis, game design document development, and art style definition
  • Quick prototyping of key mechanics and core gameplay elements
  • Iterative, agile production cycle based on the milestones gamedev milestones
  • Soft launch and post-release
  • Community management

Create the right game for my IP

  • Find a perfect fit between ideas you have IP or license for and players who would want to explore them
  • Work with iLogos team that has processes to work with IP owners and get approvals quickly, knows everything about IP-based game development, and is ready for tedious hours of market research, early game tests, and resilient community management
  • Our expertise is from building popular games that had IPs based on Simpsons, Puss in Boots, Star Trek, etc.

Bring my game ideas to life

  • Established game development teams with strong product expertise that cover all production needs for full-cycle game development, including deep tech knowledge in most game engines like Unity, Unreal Engines and proprietary engines, too.
  • Full-fledged market analysis, game design document development, and art style definition
  • Quick prototyping of key mechanics and core gameplay elements
  • Iterative, agile production cycle based on the milestones gamedev milestones
  • Soft launch and post-release
  • Community management
Platforms
iOS
Android
Web
PC
PS4/PS5
Xbox X/One
Nintendo Switch

Development Process

Certain projects may not require each of the stages below. The necessity of each stage is always discussed at the
“first touches” – calls and e-mails.

  • First touch
  • Initial estimation
  • Pre-production
  • Estimate finalization
  • Development
  • Vertical slice
  • Soft launch
  • Release
  • Live Operations
First touch
Initial estimation
Pre-production
Estimate finalization
Development
Vertical slice
Soft launch
Release
Live Operations
Step 1. First touch

A meeting for us to figure out all preliminary info: main things about your game, your expectations, budget, and schedule. After, we can create a basis for initial estimation.

Time to Deliver
~ 2 weeks
Step 2. Initial estimation

At this stage, we make rough calculations based on the info you’ve given us and our previous experience within the required genre, tech stack, and timelines. We analyze each stage of game development according to your needs, the number of specialists you want to be involved in the project, the budget you expect to allocate, and so on. We conduct the starting estimation within one week after receiving all info about the game’s specs from you.

Time to Deliver
2+ weeks
Step 3. Pre-production

Pre-production is for us to sign MNDA, service agreements, assemble a skeleton team that will become the core of your project, and prepare main game documentation for further development. The most important among these documents are

  • Game Design Document (GDD) with a comprehensive description of the game’s narrative with all branches, all its mechanics, loops, and ties. We use GDD to estimate a timeline for development and use it as a reference point in every aspect of our work.
  • Visual Style Guide, in which you define required art style, character design configurations, required visual effects, color palettes, visual references, and so on.

This stage takes 2-3 months, depending on the complexity of the project. Sometimes the pre-production stage also includes the development of key game concepts.

Time to Deliver
3+ months
Step 4. Estimate finalization

Now that we know your story and the style you want to visualize it in, we can figure what elements of the game should be included in MVP for the soft launch.

Within gamedev, MVP, a Minimum Viable Product, is a game with, for instance, the first quest from the main storyline and a few of its substories. We release MVP to figure out how players would react to the world, narrative, and core mechanics.

Then, we can also estimate a budget, required to release MVP and extrapolate the numbers on the entire game. We deliver the final estimation within a week or two, once again — depending on the scope.

Time to Deliver
2+ weeks after the end of pre-production
Step 5. Development

iLogos team starts developing the game. We report on our progress in the way that’s most comfortable for you. Usually we use Agile methodologies, but the project manager assigned to your game development team — as well as GD, Producers, and Leads — will change the workflow if you need it.

We develop the game in cycles, increments, and each of them is about two weeks on average. After 1.5-2 months of development, we start to show you our progress at the end of each cycle, so you could test, check, and, in general, give feedback on some of the functionality we’ve developed. After the third month, you can try the MVP version of the game and direct the process if that’s something you want.

The process is entirely transparent, and we provide reports via meetings (in any comfortable form for you) and project management software (usually Jira, but if you use something else, — we can easily adapt to it.)

Timelines depend on the scope of work.

Time to Deliver
starting from 6 months
Step 6. Vertical slice

A vertical slice is a test session for a few potential players that usually happens before the soft launch.

In our experience, games that use lots of experimental mechanics or narrative tricks or those that don’t have analogs on the market need that: you need to see players go through the first short session to figure out if they’re getting it.

It’s also often a vital step before pitching the game to a publisher: an outside perspective gives you a space to stop looking at features and start looking at the overall story — and answer questions publishers often ask (like “What story does this game tell? Why would anyone play it?” Unpleasant ones) You can ask these questions to your test players; you can also measure their engagement and observe them getting through your world. That will bring you (and our teams) lots of what to think about.

Time to Deliver
based on client's business goals
Step 7. Soft launch

Often also called early access release, soft launch means the playable version of your game is ready to be tested. Soft launch contains a version of the game users can play several days — as opposed to a few hours of the vertical slice. First users will help us figure out the technical health of the game; observe the way people start and finish playing; get feedback from users — like actual words from random people who have perhaps registered for early access in Steam; capture first data.

Time to Deliver
3+ months after the end of development
Step 8. Release

Here, we release your game in its full scope, unhinged, as to say — as it was described in the GDD. We also do hotfixes we were able to catch during the soft launch — and apply users’ feedback. Everything works, players play, and the only thing that’s left is to go global — and maintain your game through the updates.

Time to Deliver
~1-2 weeks after the soft launch
Step 9. Live Operations

LiveOps supports the game after its release. This stage doesn’t require the entire team — but it could, if you want to continuously update the game in each of its aspects: engineering, data analytics, art, etc. Core responsibilities of LiveOps are to update content, fix bugs, optimize the game based on the feedback, run live events and sales in-game and out-of-game and react to players’ inquiries.

Our team is dedicated to continuous improvement — they are super invested in making players as happy as possible. This stage is also super important in terms of optimization and data analytics — when clients came to us for LiveOps services, we’ve managed to increase their engagement and revenue 5-10 times.

Time to Deliver
ongoing
Step 1. First touch

A meeting for us to figure out all preliminary info: main things about your game, your expectations, budget, and schedule. After, we can create a basis for initial estimation.

Time to Deliver
~ 2 weeks
Step 2. Initial estimation

At this stage, we make rough calculations based on the info you’ve given us and our previous experience within the required genre, tech stack, and timelines. We analyze each stage of game development according to your needs, the number of specialists you want to be involved in the project, the budget you expect to allocate, and so on. We conduct the starting estimation within one week after receiving all info about the game’s specs from you.

Time to Deliver
2+ weeks
Step 3. Pre-production

Pre-production is for us to sign MNDA, service agreements, assemble a skeleton team that will become the core of your project, and prepare main game documentation for further development. The most important among these documents are

  • Game Design Document (GDD) with a comprehensive description of the game’s narrative with all branches, all its mechanics, loops, and ties. We use GDD to estimate a timeline for development and use it as a reference point in every aspect of our work.
  • Visual Style Guide, in which you define required art style, character design configurations, required visual effects, color palettes, visual references, and so on.

This stage takes 2-3 months, depending on the complexity of the project. Sometimes the pre-production stage also includes the development of key game concepts.

Time to Deliver
3+ months
Step 4. Estimate finalization

Now that we know your story and the style you want to visualize it in, we can figure what elements of the game should be included in MVP for the soft launch.

Within gamedev, MVP, a Minimum Viable Product, is a game with, for instance, the first quest from the main storyline and a few of its substories. We release MVP to figure out how players would react to the world, narrative, and core mechanics.

Then, we can also estimate a budget, required to release MVP and extrapolate the numbers on the entire game. We deliver the final estimation within a week or two, once again — depending on the scope.

Time to Deliver
2+ weeks after the end of pre-production
Step 5. Development

iLogos team starts developing the game. We report on our progress in the way that’s most comfortable for you. Usually we use Agile methodologies, but the project manager assigned to your game development team — as well as GD, Producers, and Leads — will change the workflow if you need it.

We develop the game in cycles, increments, and each of them is about two weeks on average. After 1.5-2 months of development, we start to show you our progress at the end of each cycle, so you could test, check, and, in general, give feedback on some of the functionality we’ve developed. After the third month, you can try the MVP version of the game and direct the process if that’s something you want.

The process is entirely transparent, and we provide reports via meetings (in any comfortable form for you) and project management software (usually Jira, but if you use something else, — we can easily adapt to it.)

Timelines depend on the scope of work.

Time to Deliver
starting from 6 months
Step 6. Vertical slice

A vertical slice is a test session for a few potential players that usually happens before the soft launch.

In our experience, games that use lots of experimental mechanics or narrative tricks or those that don’t have analogs on the market need that: you need to see players go through the first short session to figure out if they’re getting it.

It’s also often a vital step before pitching the game to a publisher: an outside perspective gives you a space to stop looking at features and start looking at the overall story — and answer questions publishers often ask (like “What story does this game tell? Why would anyone play it?” Unpleasant ones) You can ask these questions to your test players; you can also measure their engagement and observe them getting through your world. That will bring you (and our teams) lots of what to think about.

Time to Deliver
based on client's business goals
Step 7. Soft launch

Often also called early access release, soft launch means the playable version of your game is ready to be tested. Soft launch contains a version of the game users can play several days — as opposed to a few hours of the vertical slice. First users will help us figure out the technical health of the game; observe the way people start and finish playing; get feedback from users — like actual words from random people who have perhaps registered for early access in Steam; capture first data.

Time to Deliver
3+ months after the end of development
Step 8. Release

Here, we release your game in its full scope, unhinged, as to say — as it was described in the GDD. We also do hotfixes we were able to catch during the soft launch — and apply users’ feedback. Everything works, players play, and the only thing that’s left is to go global — and maintain your game through the updates.

Time to Deliver
~1-2 weeks after the soft launch
Step 9. Live Operations

LiveOps supports the game after its release. This stage doesn’t require the entire team — but it could, if you want to continuously update the game in each of its aspects: engineering, data analytics, art, etc. Core responsibilities of LiveOps are to update content, fix bugs, optimize the game based on the feedback, run live events and sales in-game and out-of-game and react to players’ inquiries.

Our team is dedicated to continuous improvement — they are super invested in making players as happy as possible. This stage is also super important in terms of optimization and data analytics — when clients came to us for LiveOps services, we’ve managed to increase their engagement and revenue 5-10 times.

Time to Deliver
ongoing

Our Clients

Why Outsource game development with
iLogos Game Studios?

Focus on your core business priorities.
We cover the rest.
We work with the technical part of your game, draw art, A/B test new mechanics, collect players’ feedback, maintain existing games and run live events for them — doing everything operational. You use your time to build new games, generate new ideas, and, in general, focus on your business priorities.
Scale fast
We only need your request and 4-6 weeks after to assemble a game production center to partner with you. You don't have to look for experts, interview, or onboard them — that’s on us. After that, they start working with you as if they have been doing that since the beginning.
Work with top talents
It’s tough with tech talent within the gamedev now, but it’s hardly an issue for iLogos. Our people are amazing in creating games, both their technical and artistic sides. After 16 years, we have four development centers in Ukraine and teams in 13 cities throughout Europe.
Stay flexible
A lot of people with different expertise and an efficient mechanism of quick on-boarding and knowledge transfer in iLogos means we’ll be able to give you a specialist for anything in just about four weeks.

Schedule a call with our team right now

Our Game Development Leads

People you’ll be working with
Artem Lysenko
Head of Game Design
Alexey Yurchenko
Head of Art
Egor Piskunov
Head of Development
Natalia Kuz
Head of Production

Frequently Asked Questions

How does iLogos Game Studios stand out in full-cycle game development?

Over the last 15 years, we have developed more than 400 games: successful and profitable, half of them via full-cycle services.

We have game analysts, game designers, narrative designers, producers, level designers — and that allows us to submerge into your story and the different ways it can affect and be expressed in the art and game mechanics. We also have lots of tech people who worry about clean code and finding not the simplest solution, but the one that fits into your game. You won’t have to look for additional experts.

We care about results: we want you earning a lot and players feeling good — and we strive to reach your KPIs and jump over them.

Can you provide any examples of a game developed by iLogos from scratch?

Yes, here’s our portfolio. Some of the projects we have developed from scratch are Viber Diamond Rush for Viber, Puss in Boots, and The Big Friendly Giant by DreamWorks, Megapolis, Shadow Fight, and Vector. Please, write to us about the genre you’re interested in — and we share the relevant cases.

What does the process of a full-cycle game development look like? What will be the project stages?

First, the pre-production stage goes. We work through details of your game, develop a Game Design Document and Art Style Guide, and draft game architecture. Pre-production takes about three months and about four-five people.

Second, production starts. We develop core gameplay, and then we build meta gameplay. The timeline depends on your scope and complexity — production can take from several months to years.

Third, we have a soft launch: a launch to get preliminary testing. The game that is published via soft launch is often completely different from the final product that will go global. After a soft launch, we measure key metrics of the game, collect feedback, and react to both to deliver the best results in terms of player’s satisfaction and revenue.

Then, there goes release and maintenance.

Do you work with agile development methodology?

Yes, it’s our key development methodology. It gives us the flexibility that’s vital if we want to react to the player’s feedback and is a good fit for gamedev — fast, adaptable, easily customized.

How can I track the team’s progress?

We usually offer clients to use Jira (because we use it) and get updates via regular meetings with PMs/Producers/Leads (followed by meeting notes), but we’re ready to adapt to whatever you offer.

How can I make sure you’re developing exactly what I requested?

Well, we tell you what we’re doing. Always. We built our communication pipeline to avoid miscommunications and misunderstandings. We aim to reduce uncertainty. Be ready for lots of questions and requests for details from our team; they’d want to confirm that they’ve got your requirements right; that what we want to do corresponds with what you want to see.

Who will be my contact person?

It depends on the project scope and development phase: it can be PM, Producer, or Lead, and you can discuss anything related to the game with them. You’ll also have an Account Manager assigned to you for business inquiries and high-level matters.

Can I talk to my team before approving them to work on my game?

Of course, just let us know in advance. We’ll set up an interview, meeting, or zero session with them.

Can I see any game builds before the final date?

Yes! Once the first build is developed (after 2-3 months from the beginning of production), we share progress builds with you every 2-4 weeks.

Can you check the compliance of my game with the needed platforms and stores?

Yes, we can help you with the whole process of game launching at the key stores (even to set up an account if needed).

Do you do QA at iLogos?

Yes, we have a QA department. Testing is crucial if you want a good game. QA specialists work on your project from the early stages: first for static testing (fitting for requirements, dealing with mockups), then from the start of production and until the end of the line.

They do test functionality, localization, balance, compliance, compatibility, performance, installation, and go through changes via regression and re-tests/confirmation testing. It’s a lot. But after 15 years, you’re getting used to it. Our QA specialists developed a combo — the Triple Quality Check:

  1. Technical quality/code review check. Every technology division in iLogos has its own Tech Jedi who reviews the code and uses their Force to clean any codebase. Any.
  2. Testing check. Every project in iLogos has a Quality Assurance squad that ensures everything in the game works as the Game Design Document intended.
  3. Check-in-play. Every game iLogos develops has a Captain or Game Designer. They play the game to make sure the game balance and all the other aspects provide players with the right user experience based on the requirements and GDD
Which technologies do you work with?

Our teams work with all the major game engines (Unity, Unreal, PlayCanvas), and we have several projects done on proprietary C++-based engines. We have access to a large European talent pool with people who want to build games, so any technology expert you can come up with is probably findable.

Which platforms do you work with?

We work with all the major platforms: web, mobile, PC, Nintendo Switch, PlayStation 4, Playstation 5, Xbox One, Xbox X/S, VR. We’re also ready to work with custom hardware and new consoles if that’s what you wish to try.

Speak with Our Experts

We help you hit your goals faster thanks to our great expertise.

If you prefer to contact us, use this email: bizdev@ilogos.biz

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