Mobile game development company
Back to top

Mobile game development process explained: stages, roles, deliverables

Dmytro Lunov

Written by

Dmytro Lunov Verified author

Head of Delivery and Program Director at Game-Ace

Dmytro leads Game-Ace delivery teams on game development, art production, game design, MVP prototyping, and Unity and Unreal Engine projects.

Published July 18, 2017 Updated September 9, 2026

The mobile game development process runs through nine practical stages: discovery and GDD, prototype, pre-production, production sprints, alpha, beta, soft launch, global launch, and LiveOps. Each stage has its own team roles, deliverables, and gate criteria. A first commercial mobile title usually moves from signed GDD to global launch in 6-12 months, with LiveOps continuing well past release.

mobile game development process

Stage 1: discovery and the game design document

Discovery is where the mobile game development process starts, before any engine choice or hire. The team validates the idea against a real audience, a real store category, and a comparable title already earning revenue. Output is a Game Design Document (GDD) of 20-40 pages covering the core loop, target platforms, monetization model, meta systems, art direction, sound, and the minimum viable feature set.

Discovery usually runs 2-4 weeks. Skipping it is the single most common reason mobile projects overrun scope in later stages.

  • Team roles: producer, lead game designer, art director (part-time), technical lead (part-time), monetization designer or F2P consultant.
  • Deliverables: signed GDD (20-40 pages), reference document with competitor teardown, monetization model draft, first art moodboard, working risk log.
  • Gate to prototype: GDD approved by stakeholder and studio lead; core loop can be described in one sentence; comparable titles identified with revenue data.

Scoping a new mobile title and want a single team for the full process?

Stage 2: prototype

The prototype answers one question: is the core loop enjoyable on a touch screen. It runs on target devices with placeholder art and one level or session. Prototypes usually take 2-6 weeks and cost a small fraction of full production. If the loop is not fun, the design is revisited before art or backend work starts.

For hyper-casual and casual titles, the prototype is often the pitch itself. Publishers evaluate CPI data from paid test campaigns on the prototype before greenlighting a full production budget.

  • Team roles: producer, prototype engineer (usually Unity), one 2D or 3D artist for placeholder assets, game designer.
  • Deliverables: playable build on target iOS and Android device, one core loop level or session, first-play retention data from internal or paid tests.
  • Gate to pre-production: core loop validated with playtest or CPI data; prototype build passes on the minimum-spec target device; scope for full production estimated within 20 percent tolerance.

Stage 3: pre-production

Pre-production locks scope, tech stack, art style, and the production plan. The team produces a vertical slice: one polished level or scene at final quality, running on target hardware, with the core loop and one meta system wired up. Pre-production usually runs 4-8 weeks.

This stage is where the mobile game development process shifts from creative exploration to industrial planning. Sprint cadence, milestone map, risk register, and hiring plan are all finalized here.

  • Team roles: producer, lead engineer (mobile-experienced), art director plus two artists (2D or 3D), level designer, QA lead (part-time).
  • Deliverables: vertical slice on target device, locked GDD with technical addendum, sprint plan and milestone schedule for production, production risk log with mitigation owners, style guide and tech art specification.
  • Gate to production: vertical slice reviewed and signed off by the stakeholder; sprint plan matches available team capacity; backend, monetization, and analytics stacks selected.

Stage 4: production sprints

Production is the longest phase of the mobile game development process. Art, engineering, level design, audio, and backend work run in parallel across 2-week sprints. A shared build is produced weekly and reviewed by producer and studio lead. Production for a mid-sized mobile title usually runs 3-6 months.

Teams that ship on time treat the sprint backlog as the working contract between disciplines. Scope creep is managed through change requests, not silent additions to the sprint.

  • Team roles: producer and scrum master, 3-6 engineers (client, backend, tools), 4-8 artists (2D, 3D, animation, VFX, UI), level and system designers, QA engineers (increasing over time), audio designer (part-time or contract).
  • Deliverables: weekly build passing smoke tests, sprint reviews and burn-down data, feature-complete build at end of production, full art and audio production packages, backend integration for accounts, IAP, ads, analytics.
  • Gate to alpha: all planned features present, even if unpolished; no P0 blockers in the current sprint; backend and store metadata scaffolding ready.

Stage 5: alpha

Alpha means feature-complete. Every planned system is in the build, even if the art is not final and the balance is rough. The team switches from adding features to hardening what exists. Alpha usually runs 3-6 weeks.

QA expands the test matrix, engineering profiles performance on mid-range and low-end devices, and design tunes the economy. External playtests can start during alpha under NDA.

  • Team roles: producer, engineers (focus shifts to performance and stability), QA team at full capacity, level and economy designers, art team on polish and bug fixes.
  • Deliverables: feature-complete build across iOS and Android, performance report on target device matrix, first balanced economy pass, localization strings extracted, alpha playtest reports.
  • Gate to beta: crash-free session rate above 98 percent on target devices; economy passes a first tuning review; P0 and P1 bug backlog inside agreed thresholds.

Stage 6: beta

Beta is content-complete and store-ready. Bug fixing, polish, and final balance work dominate the sprint backlog. Beta builds are distributed through TestFlight and Google Play internal testing tracks to a wider closed group. Beta usually runs 2-4 weeks.

Store submission preparation runs in parallel: privacy policy, App Tracking Transparency setup, age rating questionnaire, store screenshots, and localized copy.

  • Team roles: producer, engineers on bug fixing and store integration, QA in regression mode, community or beta manager, localization lead.
  • Deliverables: content-complete beta build, store listing package (icon, screenshots, description, keywords), privacy policy and ATT compliance, localized copy for launch regions, post-launch content backlog draft.
  • Gate to soft launch: beta signed off by producer and studio lead; store listings approved internally; analytics and remote config verified in production accounts.

Stage 7: soft launch

Soft launch is a limited release in one or a few smaller markets (Philippines, Canada, Poland, or Nordic regions are common). The team gathers real user data on D1/D7/D30 retention, CPI, ARPDAU, and session length. Soft launch usually runs 4-12 weeks.

This is where the mobile game development process moves from build validation to market validation. Weak retention or CPI numbers trigger targeted rework before the marketing spend of global launch.

  • Team roles: producer and LiveOps lead, reduced engineering team on hotfixes, UA analyst, economy designer, community manager.
  • Deliverables: live build in soft-launch regions, weekly KPI reports (D1, D7, D30, CPI, ARPDAU), balance and economy patches, onboarding A/B tests, global launch go/no-go recommendation.
  • Gate to global launch: retention curves meet agreed thresholds; CPI is within UA budget model; crash-free sessions and ANRs inside store guidelines.

Stage 8: global launch

Global launch is a marketing event as much as a technical one. Store rollout is scheduled, UA campaigns are activated, and the LiveOps calendar goes live. Launch week is monitored around the clock for crashes, server load, review sentiment, and revenue.

Global launch usually spans one or two weeks of active war-room work before the team transitions into steady LiveOps rhythm.

  • Team roles: producer, LiveOps lead, UA lead, on-call engineers for hotfixes, community and support team, marketing and PR.
  • Deliverables: global store release on iOS and Android, UA campaign launch, launch-week KPI dashboard, first LiveOps calendar activated, post-launch retrospective within two weeks.

Stage 9: LiveOps

LiveOps keeps the game earning. It covers event scheduling, content drops, balance patches, seasonal calendars, offer tuning, and A/B tests on onboarding and economy. Analytics stacks like Firebase and GameAnalytics feed weekly retention and revenue dashboards. Studios that budget 6-12 months of LiveOps after launch keep titles profitable well past their initial payback window.

For long-tail titles, LiveOps runs for years. The team size scales down from production but rarely to zero.

  • Team roles: LiveOps producer, 1-3 engineers on features and hotfixes, 1-2 designers on events and economy, small art team on event assets, data analyst, community and support.
  • Deliverables: live event calendar with 2-4 events per month, weekly balance and economy patches, content drops on a monthly or quarterly cadence, retention and revenue reports for the studio lead, ongoing store optimization.

Stage-by-stage comparison at a glance

The table below summarises the mobile game development process stages from prototype through soft launch. Numbers are working benchmarks for a mid-sized 2D or lightweight 3D title.

Stage Duration Team size Cost tier
Prototype 2-6 weeks 3-5 €8,000-€30,000
Pre-production 4-8 weeks 5-8 €25,000-€70,000
Production 3-6 months 10-18 €120,000-€400,000
Alpha 3-6 weeks 10-15 €40,000-€120,000
Beta 2-4 weeks 8-12 €25,000-€80,000
Soft launch 4-12 weeks 5-10 €30,000-€120,000

Global launch and LiveOps are excluded from the table because they are open-ended and scale with UA budget and roadmap ambition.

A Game-Ace mobile portfolio process example

This case shows how the Game-Ace team executes the mobile game development process.

Welcome to Demon Runner, a mobile action game by Game-Ace

Demon Runner mobile action game

Demon Runner is a mobile-first Unity endless runner built around fast-paced roll-and-strike mechanics and a light RPG progression layer. Game-Ace handled the entire development, from full-cycle Android and iOS engineering to a lightweight in-Unity backend for scoring and progression.

When to talk to Game-Ace about the mobile game development process

Talk to Game-Ace when the idea has moved past a sketch and you need a partner that can carry the mobile game development process from GDD through LiveOps without hiring an in-house team. Game-Ace’s mobile game development team delivers full-cycle production, co-development, and team extension from a single 120+ specialist studio. Related reading: game development stages explained and how much does it cost to make a mobile game.

Frequently searched questions about the mobile game development process

A mid-sized mobile title usually takes 6-12 months from signed GDD to global launch, plus 4-12 weeks of soft launch and open-ended LiveOps. Discovery and GDD take 2-4 weeks, prototype 2-6 weeks, pre-production 4-8 weeks, production 3-6 months, alpha 3-6 weeks, beta 2-4 weeks, soft launch 4-12 weeks. Small hyper-casual titles compress this into 3-5 months; live-ops-heavy free-to-play games can extend production past 12 months.

Costs stack across stages. Prototype usually lands in €8,000-€30,000, pre-production €25,000-€70,000, production €120,000-€400,000, alpha €40,000-€120,000, beta €25,000-€80,000, and soft launch €30,000-€120,000. Global launch and LiveOps are open-ended and depend on UA budget and roadmap. A full mid-sized mobile title from GDD to global launch usually lands in €200,000-€600,000 before UA spend.

A focused mobile prototype usually costs €8,000-€30,000 and takes 2-6 weeks. It should deliver a playable build on target iOS and Android hardware with the core loop wired up, placeholder art, and one level or session. The goal is to validate whether the loop is fun and, for casual titles, to gather CPI data from paid test campaigns before greenlighting production.

Soft launch is a limited release in one or a few smaller markets, most often the Philippines, Canada, Poland, or Nordic regions. The team runs the live build for 4-12 weeks and gathers D1/D7/D30 retention, CPI, ARPDAU, and session-length data. Balance patches, onboarding A/B tests, and economy tuning happen in parallel. Global launch is only greenlit when retention and CPI meet the thresholds set in pre-production.

KPIs shift as the game moves through the pipeline. The most-tracked metrics per stage are:
  • Prototype: core loop fun rating from playtests, first-play retention.
  • Pre-production: vertical slice frame rate on target device, scope confidence.
  • Production: sprint velocity, feature backlog burndown, weekly build health.
  • Alpha: crash-free sessions, device coverage, first economy tuning.
  • Beta: P0/P1 bug counts, store compliance checks.
  • Soft launch: D1/D7/D30 retention, CPI, ARPDAU, session length.
  • Global launch: launch-week installs, revenue, crash rate under load.
  • LiveOps: DAU, MAU, retention curves, event participation, LTV.

Team size scales up through production and back down after launch. Discovery runs on 3-5 people, prototype 3-5, pre-production 5-8, production 10-18, alpha 10-15, beta 8-12, soft launch 5-10, and LiveOps 4-8 depending on the roadmap. The producer, tech lead, and art director stay on the project across most stages. QA and UA specialists ramp up later in the process.

Small hyper-casual projects sometimes collapse discovery into a one-week workshop and skip a formal pre-production, going straight from prototype to production. That works only when the scope is tiny, the team has shipped similar games before, and the publisher has clear KPI targets. Skipping alpha, beta, or soft launch is much riskier on any title with monetization or LiveOps, because market data cannot be recovered later. Most mid-sized projects keep every stage in the plan.

The stages are the same, but ownership shifts. Publisher-backed titles bring the publisher into discovery for scope alignment, into prototype for CPI testing, into soft launch for UA analytics, and into global launch for marketing spend. Self-published titles keep all of that in-house and require the studio to run its own UA analytics and paid-user acquisition. Store submission and platform compliance follow the same rules through App Store Connect and the Google Play Console in both models.
Average rating 4.7 / 5. Votes: 856
Related posts
Metahuman game character standing near realistic cars in unreal engine scene How MetaHuman changes game character development Game development for startups rocket in space Game development for startups: budget and MVP guide Tower defense games image preview Engineering tower defense games from prototype to live service Idle game development preview img Idle game development: a full production guide Gamification in recruitment preview Gamification in recruitment: what actually works
Futuristic game robot running through a purple portal
Get in touch
menu
Get in touch
Game-Ace logo loader