The problemThree milestones paid, and you still cannot play the game on your phone.
Hire a Game Developer for Browser, Phone and Multiplayer Games
In shortYou can hire Pixel & Oak as your game developer for browser, phone and multiplayer games. Every project starts with a playable prototype of the core loop, from $4,000, so you can play it on your own phone before paying for the full game. Our own four games, including a Unity multiplayer tank game, are live on pixelandoak.com.
Most people who want to hire a game developer already have the idea and a budget that will not stretch to a studio. The risk is paying for months of menus, art and systems before anyone knows whether the core of the game is fun. That is how projects end with three paid milestones and nothing you can play on your own phone.
We start every game with a playable prototype of the core loop, in a browser you can open on any phone, and price the full game from what the prototype shows. Our own games are live on this site: Freight Fight, a Unity multiplayer tank battle; Glow Hop, a neon tap game; Map Pop, map and flag quizzes; and Imposter, an online party game in English and Spanish. Haider Ali directs the AI agents that build them and plays every build before it ships.
What people tell us before they hire a game developer, often after a project that went wrong.
Months in, and the game we paid for still is not playable
Without a build you can play, nobody can tell whether the game is fun, and the budget goes into menus, art and systems for a core loop that may not work.
What we doA playable prototype of the core loop in 3–5 weeks, sent as a link you open on your own phone, with the rest of the scope decided from how it plays.
The milestone was signed off, but the build only ran on their machine
A demo on the developer's own computer hides crashes, slow loading and controls that fail on the phones and browsers your players actually use.
What we doEvery milestone is a build hosted at a link, tested in phone and desktop browsers, and approved only after you have played it yourself.
I have a game idea and no idea what it should cost
Quotes range from a few thousand dollars to six figures, and "a game like Subway Surfers" can mean a weekend prototype or years of work by a large team.
What we doA fixed price for the prototype, then an honest estimate for the full game once the prototype shows how much content and polish it really needs.
We need online multiplayer, and the server costs scare us
Dedicated game servers bill every month whether anyone plays or not, and reconnects, cheating and room management can cost more than the game itself.
What we doThe lightest server model the game allows. Our two multiplayer games run their rooms on Cloudflare servers billed by use, and Freight Fight places each room near its players.
Who owns the art, the code and the characters?
Developers sometimes reuse assets they do not own or keep the project files, and you find out when a store, a publisher or a rights holder asks.
What we doEvery asset is listed with its license, and the project files, code, builds and accounts are in your name. Original characters and names only, never another company's.
This is for you if
✓You have a game idea and want to know whether it is fun before paying for all of it
✓You need a browser game people can play from a link, such as a promotion, a quiz or a party game
✓You want online multiplayer: rooms joined by code, matchmaking or bots
✓You were burned by a developer who never delivered a build you could play
This is probably not for you if
✕You want a console or big-budget PC game. That needs a full studio, not a small one
✕You want a copy of a famous game with its name or characters. We build original games only
We would rather tell you now than take the project and disappoint you.
Game development at a glance
Prototype from
$4,000 for a playable prototype of the core loop
Prototype timeline
3–5 weeks, played on your own phone
Full game
Quoted from the prototype, as fixed-price stages
Platforms
Desktop and phone browsers; app-store builds on request
Engines
Unity for 3D and bigger worlds, plain web code for light, fast-loading games
Multiplayer
Rooms by code, bots and reconnects, on servers billed by use
What you own
Project files, code, assets with their licenses, builds and accounts
Who builds it
Haider Ali directing AI agents. He plays and signs off every build
Proof so far
Four games of our own, live on this site
Worth knowing: Every game we have shipped so far runs in a web browser, on desktop and on phones. We have not yet released a game on the App Store, Google Play or Steam, so a store release would be our first, and the quote will say so. Published budget figures for games vary widely and mostly come from studios selling the work; one 2026 guide admits its ranges have no published sample size.
What you get
Core-loop prototype
The one thing players do over and over, playable in a browser, with placeholder art.
Game design notes
Rules, controls, progression and what each later stage adds, written down before production.
Art direction
Free CC0 asset packs, bought assets or custom models, every one listed with its license.
Controls for each device
Keyboard and mouse on desktop, and touch controls sized for thumbs on phones.
Multiplayer, if you need it
Rooms joined by code, bots to fill empty seats, reconnects and server checks against cheating.
Sound
Effects and music from licensed libraries, with volume and mute settings players can find.
Testing and frame rate
Automated tests for the game rules and frame-time checks on desktop and phone builds.
Launch
Hosting with the right compression, a page that loads fast from a shared link, and store builds when needed.
The games we have built
→Freight Fight — A Unity tank battle for desktop and phone browsers, with online rooms joined by code, bots, four maps, power-ups, skins earned with experience points, and touch controls.
→Glow Hop — A neon tap game with its own WebGL renderer, a fixed-step simulation and challenge links that replay a friend's exact course.
→Map Pop — Map and flag quizzes for 197 countries and seven regions, built from public-domain map data and tested for accurate taps on small screens.
→Imposter — A word party game in English and Spanish, played by passing one phone around, or online in rooms of up to 16 people.
All four are free to play on this site, so you can judge the work before you write to us.
Browser game or app-store game?
Browser game
App-store game
How players start
Tap a link and play in seconds
Find it in the store, install, open
Sharing
Send a link, even to the same room
Send a store link, then wait for the install
Store cut on sales
None
Usually 15–30% to Apple or Google
Review before release
None; update any time
Store review for each version
Size in practice
Small, so it starts fast on a phone
Larger downloads are normal
Good for
Promotions, quizzes, party games, quick multiplayer
Games people return to daily, with offline play
A game can start in the browser and move to the stores later. Planning for both from the start is cheaper than porting it afterwards.
Hiring a game developer: what to check first
→Play their games — Ask for links to games you can play now, on your own phone, not videos or screenshots.
→Builds at every milestone — Each payment should follow a build you have played yourself.
→Who owns what — Project files, code, assets and accounts in your name, with every asset license listed.
→A prototype first — A short, fixed-price prototype tells you more about a developer than any portfolio.
What we build games with
The engine follows the game: Unity for 3D and bigger worlds, plain web code when every kilobyte counts.
Engines
Unity 6 with URP and C#; WebGL and Canvas with TypeScript for light browser games
Multiplayer
WebSocket rooms on Cloudflare Durable Objects, with bots and reconnects
Art and audio
Blender, CC0 asset packs such as Kenney, licensed sound libraries
Testing
Unity Test Framework, Vitest, headless browser play-tests, frame-time traces
Not sure whether a custom game is what you actually need? Send over what you are trying to fix and we will tell you straight — including if a smaller job would do it.
A one-page description of what players do, how they win and what makes them play again.
2
Playable prototype
A browser build of the core loop in 3–5 weeks, for a fixed price. You play it before deciding anything else.
3
Production in stages
Levels, art, sound and multiplayer in fixed-price stages, each one a build you can play.
4
Launch and updates
Hosting, store submissions if needed, and updates priced as stages of their own.
Who works on it
AI agents from our Engineering, Quality & Security and Design & Film divisions do the work, in parallel. Haider Ali, founder and CEO, agrees the plan with you and signs off everything before it reaches you.
With us, a playable prototype of your core loop starts at $4,000 and takes 3–5 weeks. The full game is then priced in fixed stages from what the prototype shows. Published 2026 estimates for small independent games run from about $30,000 to $250,000, depending mostly on team size and how much content the game needs.
What is a game prototype, and why start with one?
A prototype is a rough, playable version of the one thing players do over and over, with placeholder art. It answers the most expensive question first: is this fun? If it is not, you have spent a few weeks instead of the whole budget, and you can change the design while changes are still cheap.
Can you make a game like Subway Surfers or PUBG?
We can make an original game in the same genre, sized to your budget. Big hit games are built over years by large teams, and their names, characters and art belong to their owners, so we never copy them. A prototype shows what your version of the idea needs.
Do you build multiplayer games?
Yes. Freight Fight and Imposter, both live on this site, have online rooms that friends join with a short code. Freight Fight adds bots to fill empty seats and places each room on a server near its players. We choose the lightest server setup your game allows, so you are not paying for idle servers.
Browser game or mobile app: which should we build?
Browser games start from a link in seconds, need no store review and pay no store commission, which suits promotions, quizzes and party games. App-store games suit games people return to every day and play offline. A game can start in the browser and move to the stores later if we plan for it from the start.
Do you use Unity?
Yes, for 3D games and bigger worlds. Freight Fight is built in Unity 6 and runs in desktop and phone browsers. For light games where loading speed matters most, plain web code is smaller and starts faster, which is how Glow Hop and Map Pop are built.
Who owns the game?
You do. The project files, source code, builds, store accounts and every asset license are in your name. Assets come from free CC0 packs, bought licenses or custom work, and each one is listed so a store or publisher can check it.
Have you released games on Steam or the app stores?
Not yet. All four of our games are browser games, playable on desktop and phones. A store release of your game would be our first, and we will say so in the quote and build the time for store review into the plan.