Game Development Services for Mobile & PC
I offer game design and development for mobile and PC, working with Unity and Godot on 2D and 2.5D experiences. My portfolio includes Rustbloom, an ongoing game with playable scenes and mobile interface screenshots, and the separate ANTAR — The Last Flame launch presentation. I’m Sayan Mondal, founder of Shotlin and Opslin. A project starts by agreeing whether you need a prototype, a polished sample or a production feature set.
Choose a prototype, a vertical slice or a production scope
A prototype tests whether a mechanic is understandable and enjoyable. A vertical slice is a small, more representative portion of the intended game, combining gameplay, art and interface. Production work needs a wider agreement covering content, systems, device targets and release responsibilities. These are different deliverables. Define the question the first build should answer before deciding how much world content or presentation to create.
2D and 2.5D gameplay design
A side-scrolling game needs more than a moving character: the player must understand the environment, available actions and feedback. Scope can cover movement, interactions, combat, progression and interface states, depending on the project. Rustbloom’s gallery shows traversal and action controls in a layered garden and clockwork environment. That is an example of the current work, not a claim that a new game will inherit its world, art or code.
Unity and Godot development: choose for the project
The engine decision should consider an existing codebase, team knowledge, asset pipeline, intended devices and release constraints. I discuss Unity and Godot in that context rather than selecting an engine from a keyword alone. If work joins an existing project, review its engine version, plugins, project structure and build process before estimating. Confirm source and asset licensing as part of the handover agreement; a familiar engine name does not remove those dependencies.
Game UI, touch controls and PC input
The player needs clear menus, understandable controls and consistent feedback while playing. Rustbloom’s supplied mobile screens show touch movement and action controls, audio settings, graphics options and a frame-rate limit selector. For a new game, define the actual target inputs: touch, mouse and keyboard, controller or a combination. Check layout, readable text, pause behaviour and settings persistence for those targets. A mobile screenshot does not by itself demonstrate a tested PC release.
Performance and build acceptance
Agree a representative device list and test scenes before promising a performance target. Review frame pacing, loading, memory use, input responsiveness and what happens when a mobile application loses focus. Graphics presets should be checked on the intended devices rather than assumed to improve every scene. Export settings, store accounts, signing and platform review are part of a separate release path. Passing a local playtest does not establish acceptance by a distribution platform.
Rustbloom and ANTAR are separate projects
Rustbloom is in development; its gallery documents current gameplay and settings. ANTAR — The Last Flame is a distinct Agnix Studio project described as production ready and preparing for launch, with an official announcement visual. The Agnix Studio company website is also a separate web project. Keeping those records separate helps you assess the specific evidence without treating prototype screenshots, promotional artwork and released gameplay as interchangeable.
What to include in a game development brief
Share the core player experience, target devices, existing engine or code, art and audio availability, essential mechanics and the purpose of the next build. Identify what you will supply and what needs design or development. A proposal should specify milestone acceptance, source and asset ownership, testing, build delivery and post-handover support. Cost and timing follow that scope; a complete game cannot be priced reliably from a genre name and a reference screenshot alone.
Working together across borders.
I’m based in Kolkata, India and available for remote projects worldwide, including the UK, Australia, UAE, US and Canada. Share your country, time zone and preferred review times when you enquire. Scope, communication, account access, handover and support expectations should be agreed before development starts.
Use the website and app project brief checklist to describe what your business needs before requesting an estimate.
Explore the related work.
Questions before getting started.
Do you offer 2D game development services for mobile and PC?
Yes. I work on 2D and 2.5D game design, gameplay and interfaces for agreed mobile and PC targets. Each platform’s input, performance and release requirements need explicit testing.
Can you work with an existing Unity or Godot project?
The first step is reviewing the engine version, project structure, source access, plugins, assets and required changes. That review determines compatibility and a practical contribution scope.
Is Rustbloom already released?
No release is claimed here. Rustbloom is in development. The gallery shows current gameplay and settings; ANTAR’s separate page presents its launch announcement.
Can you also build a game studio website?
Yes. The Agnix Studio company website is a separate web design and development example, linked through the portfolio. Website work and game production should have separate deliverables.