How much does it cost to develop a game?
The honest range is enormous, because a single-mechanic browser game for a campaign and a multiplayer exhibition installation are different products. The variables that matter most are the number of distinct mechanics, the volume of content, how many platforms you ship to and whether it is multiplayer. Whether you need full mobile game development services or a single browser experience, we scope in phases with a playable build at each gate, so you commit budget in stages against something you can actually try rather than against a specification document.
How long does it take to build a branded game?
A focused browser or kiosk game is typically three to five months from concept to launch. Larger interactive installations and multiplayer builds run six months and up. The prototype phase is the part not to compress — two or three weeks of grey-boxing routinely saves months of building the wrong thing beautifully.
Unity or Unreal — which do you use?
Both, chosen per project. Our Unity team is generally the pick for mobile and web where build size and broad device support matter. We choose Unreal when visual fidelity and real-time rendering drive the experience, particularly for installations and venue work. We will explain the trade-off for your specific case rather than defaulting to house preference.
Can you build something for our GITEX or LEAP stand?
Yes — exhibition interactives are a regular part of our work, including our interactive experience for e&. Our interactive kiosk development process has its own discipline: builds must be learnable in about five seconds by someone walking past, survive eight unattended hours a day, and fail gracefully when someone does something strange. We also plan the hardware and on-stand operation, not just the software.
Do you make your own games?
Yes, through Zaini Labs. It matters more than it sounds — a studio that only takes client briefs never has to live with its own decisions after launch. Shipping our own titles means we have felt what a bad onboarding flow or an unbalanced difficulty curve actually costs, and client work benefits from that.
Can you gamify our existing app instead of building something new?
Often that is the better investment. Our gamification services add progression, streaks, achievements and reward loops to a product that already has users, which is far cheaper than acquiring users for a new one. We would want to look at your retention data first — gamification amplifies a product people already have a reason to open, but it will not rescue one they do not.
Who owns the game and the source code?
You do, for commissioned work. As a game development company, we set out ownership and source-code delivery explicitly in the quotation. We will also flag any third-party engine licences, middleware or asset licences that carry their own terms, so there are no surprises if you later take the project elsewhere.
What happens after launch?
We recommend a maintenance agreement, and we are direct about why. Operating systems update, browsers change, venue hardware gets swapped, and players find edge cases nobody predicted. A game without a post-launch plan tends to break quietly within a year. We would rather scope that honestly at the start than have you discover it from a customer.