Trusted By
What We Build
A Unity project may start with an idea, a playable build, or a production already underway. We shape the scope around what exists, what needs attention, and what the next stage requires.
Red Apple Technologies supports both new and existing Unity projects, with a focus on practical engineering, production stability, platform readiness, and long-term maintainability.
Mobile · PC · Console · Web · XR
Unity
C#
URP / HDRP
Addressables
Unity
Unreal Engine
Frame Rate · Memory · Loading · Thermals · Device · Compatibility · Network Behaviour
2D
3D
Multiplayer
Casual
Action
RPG
Simulation
AR / VR
Device Testing
SDK Validation
Google Play
App Store
Platform Updates
Build Validation
UNITY PRODUCTION CAPABILITY
Unity development works best when engineering, art, backend systems, optimization, QA, and platform requirements are planned together.
Our team can support a complete Unity production or take ownership of a defined technical workstream within an existing project.
We have supported game and interactive product development since 2011, across different platforms, technologies, and production requirements.
Unity developers work alongside game designers, artists, animators, technical artists, backend engineers, and QA teams to keep production decisions aligned.
Start with a concept, prototype, inherited repository, older Unity version, or live game. We adapt the engagement to the condition of the project.
Bring us in for the complete Unity development cycle or for a specific area such as multiplayer, optimization, porting, technical art, or platform support.
Our custom Unity game development services cover complete productions as well as focused technical work within existing projects. We support the parts of development that most directly shape how a Unity game plays, performs, scales, and reaches its target platforms.

Take a Unity game from technical planning and prototyping through development, QA, release preparation, and post-launch support with one coordinated production team.
Build responsive 2D games with gameplay systems, animation, physics, UI, progression, monetization, and scalable content workflows suited to the target platforms.
Develop 3D games with characters, environments, animation, physics, lighting, shaders, VFX, camera systems, and rendering tuned for the intended hardware.
Create multiplayer games with lobbies, matchmaking, synchronization, player data, leaderboards, social systems, backend integration, and live-service requirements.
Prepare Unity games for mobile, PC, console, web, and XR while adapting controls, UI, integrations, performance, and build requirements specifically for each target.
Bring existing Unity games to new platforms and improve runtime performance through profiling, dependency updates, compatibility fixes, memory and rendering optimization.
Your game may also require game design, original art, backend engineering, QA, porting, or LiveOps beyond the Unity development scope.
Explore our broader game development services to see how these workstreams can be planned and delivered together.
Selected Game Projects
Explore selected Unity projects across gameplay development, multiplayer, art integration, optimization, and cross-platform delivery.
PROJECT ASSURANCE
Before development moves too far, clients usually want clear answers around ownership, inherited code, changing requirements, and long-term maintainability. These are the areas where ambiguity can create the most friction later.
Ownership should be clear from the outset. For client-owned projects, the applicable source code, project files, documentation, and agreed deliverables are transferred according to the contract. Third-party plugins, SDKs, and licensed assets remain subject to their respective terms.
Yes. We can begin with an existing repository, prototype, incomplete build, or live game. Before making major changes, we review the Unity version, architecture, packages, plugins, assets, build pipeline, performance, and technical debt to understand what can stay and what needs attention.
Changes are assessed before they are introduced into the production plan. If new features, platform requirements, dependencies, or technical issues affect scope, cost, or delivery, the impact should be made visible before the team commits to the change.
The project should remain understandable after delivery. Handover can include the agreed source files, project structure, build information, technical documentation, and knowledge transfer needed for your internal team or another development partner to continue working on the game.
FLEXIBLE UNITY ENGAGEMENT
Choose the route that matches where your project is today. The scope, team structure, and first deliverable change depending on what already exists.
01
YOU'RE STARTING WITH A CONCEPT OR PROTOTYPE
Choose this when you need a team to take the game from early planning into production. We can own the Unity architecture, gameplay development, art integration, backend work, QA, platform builds, and release preparation within an agreed delivery scope.
FULL-CYCLE DEVELOPMENT02
YOU ALREADY HAVE A PRODUCTION TEAM
Bring us in for a defined Unity workstream without handing over the entire project. We can take ownership of gameplay systems, multiplayer, technical art, optimization, platform development, or other areas while working within your existing repository, tools, and milestones.
CO-DEVELOPMENT03
YOU HAVE AN EXISTING UNITY BUILD
Use this route when a Unity project needs technical attention rather than a fresh start. We can assess inherited code, older engine versions, performance issues, dependencies, or platform requirements, then define what should be fixed, upgraded, ported, or preserved.
REVIEW MY UNITY PROJECTPROJECT SCALE
Unity game development costs vary with gameplay complexity, art production, multiplayer and backend requirements, content volume, platform coverage, and the condition of any existing build.
Use these ranges for early-stage planning. A project estimate should be confirmed after the features, platforms, assets, technical requirements, and delivery scope are defined.
10K - 30K
Indicative Development Range
2 - 4 months
Typical Timeline
30K - 100K
Indicative Development Range
4 - 8 months
Typical Timeline
75K - 250K+
Indicative Development Range
6 - 12+ months
Typical Timeline
100K - 500K+
Indicative Development Range
9 - 18+ months
Typical Timeline
250K - 1M+
Indicative Development Range
12 - 36+ months
Typical Timeline
Look beyond whether the team has worked with Unity. A capable partner should be able to show relevant production experience, understand the platforms and game type you are targeting, explain how engineering and art are coordinated, and be clear about QA, code ownership, communication, documentation, and post-launch responsibilities.
For an existing project, experience reviewing inherited Unity codebases is also important. The right partner should be able to work with what already exists rather than assume every project needs to start again.
Share whatever is already available. This may include a game concept, GDD, feature list, prototype, Unity repository, target platforms, art references, backend requirements, integrations, launch expectations, or known technical issues.
A complete specification is not required for the first conversation. If important parts of the scope are still unclear, they can be identified before a detailed estimate is prepared.
Yes. This can be useful when you have an existing Unity project, an early prototype, an uncertain technical scope, or concerns about the feasibility of a particular feature.
The assessment can focus on areas such as architecture, dependencies, performance, multiplayer, platform requirements, or the condition of the existing build. The findings can then inform the production scope rather than asking you to commit to a larger engagement first.
The better model depends on who will own delivery.
Outsourced Unity development is usually more appropriate when you want a partner to take responsibility for a defined milestone, workstream, or complete project. Dedicated Unity developers are better suited to teams that already manage the production internally and mainly need additional development capacity.
If RAT maintains a separate Unity developer hiring page, that page should handle the dedicated-hiring requirement in greater detail.
Yes, subject to the technical requirements and access available for the project.
A Unity game may need to connect with existing authentication, player accounts, databases, analytics platforms, cloud services, payment systems, multiplayer infrastructure, advertising SDKs, or other APIs. We review those dependencies during scoping so integration work and external constraints are visible before development progresses.
Yes. Existing assets can be incorporated where they are technically suitable and the necessary ownership or licensing rights are available.
Before production, we can review factors such as file formats, polygon counts, textures, animation setup, naming conventions, UI assets, shaders, and platform performance requirements to determine whether the material can be used as-is or needs adaptation.
Third-party dependencies should be identified and documented rather than becoming hidden parts of the project.
Where packages, plugins, SDKs, fonts, assets, middleware, or external services are required, their licensing, compatibility, maintenance status, and potential costs should be reviewed before they become critical dependencies.
Client-owned deliverables and third-party licensed components are treated separately in the project documentation and agreement.
They should be identified separately where applicable.
Development estimates can cover the agreed production work, while Unity licensing, platform fees, cloud infrastructure, paid SDKs, plugins, third-party assets, backend services, or other external costs may depend on the client's setup and the requirements of the game.
These dependencies should be made visible during estimation so they do not appear later as unexpected production expenses.
Yes, where access and project requirements allow it.
For co-development engagements, our Unity team can work within an existing source-control setup, branching convention, task-management system, code-review process, build workflow, and milestone structure rather than requiring the entire production to move to a new system.
Any workflow changes that are technically necessary should be discussed before they are introduced.
Yes. Choosing an engine should be based on the game rather than familiarity with a particular technology.
Relevant considerations include target platforms, visual requirements, gameplay systems, multiplayer architecture, performance targets, content pipelines, integrations, internal team skills, and the expected post-launch roadmap.
If another engine is a stronger fit for the production, that is better identified before significant development has begun.
Sometimes, but an engine migration is rarely a direct conversion.
Gameplay logic, rendering, physics, shaders, tools, plugins, assets, platform integrations, and other systems may need to be rebuilt or adapted for Unity. We would first review what can realistically be reused and what would require redevelopment before recommending migration.
For some projects, maintaining or modernizing the existing engine implementation may be more practical than moving to Unity.
Yes. Post-launch support can be limited to a defined area of responsibility.
That might include SDK and package updates, technical maintenance, new features, content implementation, LiveOps support, backend changes, optimization, platform updates, or recurring release work while your existing team continues to own the rest of the game.
Yes. An NDA can be put in place before confidential project information is shared.
This can cover unreleased game concepts, GDDs, source repositories, playable builds, technical architecture, business information, product roadmaps, or other material that needs to remain confidential during evaluation.
Tell us where the project stands today. We'll start there.