Mobile game development companies do a different job from general app shops. A studio that builds iOS and Android games for clients has to handle engine work in Unity or Unreal, store submission, monetization, device performance across thousands of handsets, and, for most titles, years of live operations after launch. The right partner can take a concept to soft launch, extend an existing team for a live game, or port a PC or console hit to phones without wrecking frame rates.
This list covers ten studios that take on mobile work for hire: full-cycle builds, co-development, live-ops support and porting. Every company here shows shipped mobile titles or named client work on its own site. We left out pure play-to-earn and crypto studios. If you need a broader view of the industry, see our list of top game development companies and studios, and if your project is closer to a gamified app than a full game, our roundup of Flutter development companies is a better starting point.
We ranked specialists ahead of generalists. Studios that publish detailed mobile credits, live-ops history and clear engagement models sit near the top, while large co-development groups and smaller boutiques with narrower mobile portfolios fill out the rest.
| Company | Headquarters | Best For | Core Services |
| iLogos Game Studios | Ukraine (distributed team) | Publishers needing live ops or ports on established hits | Full-cycle development, live ops, porting, content production, team augmentation |
| Juego Studios | Bangalore, India | Brands and studios wanting a full-cycle Unity partner with live ops | iOS and Android builds, LiveOps, porting, art, co-development |
| Starloop Studios | Lleida, Spain | Casual and puzzle games, including Match-3 | Full-cycle production, co-development, porting, economy and level design, video ads |
| Game-Ace | Nicosia, Cyprus | Buyers who want published price ranges and timelines | Full-cycle mobile development, 2D and 3D art, UI and UX, QA, co-development |
| N-iX Games | Lviv, Ukraine | Studios that need Unreal and Unity engineers at scale | Full-cycle development, co-development, porting, art, QA |
| Pocket Sized Hands | Dundee, UK | Long-term live-ops and backend support | Co-development, porting, live ops, multiplayer and networking |
| Stepico | New York, USA and Lviv, Ukraine | Full-cycle builds with monetization planning | iOS and Android development, game art, live ops, QA |
| Virtuos | Singapore | AAA publishers bringing large franchises to mobile | Co-development, engineering, optimization, art production |
| Pingle Studio | Limassol, Cyprus | Porting PC and console games to mobile | Porting, co-development, engineering, remasters |
| Ocean View Games | London, UK | Smaller Unity projects, upgrades and mobile ports | Unity development, porting, optimization, Unity upgrades, app store launch |
Each profile below is based on what the studio publishes about its own services, clients and shipped games.
iLogos is an external development studio that has been building games since 2006, when it was founded in Luhansk, Ukraine. It has worked as a distributed, remote-first company since 2014, when it relocated around 300 developers and their families, and the studio says its infrastructure now supports teams in 13 countries. It describes itself as a team of more than 300 people.
The client list on its site reads like a top-grossing chart. iLogos names live ops on the Shadow Fight series for Nekki, work on June’s Journey for Wooga, a Windows port of Angry Birds 2 for Rovio, a Facebook port of Hungry Shark Evolution, and work on The Simpsons: Tapped Out and Chess: Kingdom World. It also lists a port of the PC card game Gods Unchained to Android and iOS.
Services cover new game development, prototyping, porting to new platforms, live ops, content production and team augmentation. That mix suits publishers that already have a hit and need an outside team to ship events, new content and platform versions on a steady schedule, which is a different skill from building a game from a blank page.
iLogos is best for mid-size and large mobile publishers that want a proven live-ops and content partner on a revenue-critical title. Smaller indie teams may find its scale more than they need.
Juego Studios is a game development company with its parent and delivery organization in Bangalore, India, and offices in Plano, Texas, Aventura, Florida, London and Jeddah. The studio says it has more than 250 engineers, artists and QA staff and over ten years in production.
Its mobile service covers end-to-end iOS and Android builds across hyper-casual, casual, mid-core, sports, puzzle and RPG genres, plus post-launch LiveOps: seasonal events, in-app purchase tuning, A/B testing and crash monitoring. It also ports games to mobile, PC and console and handles store submission. Engagement models include full-cycle outsourcing, co-development and staff augmentation, and the team works in Unity, Unreal and Godot.
Published case studies include Banki, an RPG-style banking education game for Emirates NBD launched on iOS and Android; Alnahsha Run, a casual runner for a Saudi studio with Arabic localization and post-launch LiveOps; and Falcon Dash, a Unity endless runner with daily missions and leaderboards. Its client logos include Tencent Games, Scopely, Zynga, Gameloft and Big Fish, and it publishes testimonials from Amazon and JumpStart Games.
Juego is a strong fit for brands, banks and other non-game companies commissioning a branded mobile game, and for studios in the Gulf region that want localization and LiveOps under one roof.
Starloop Studios is a Spanish mobile game development studio founded in 2011, with an office in Lleida and a team of more than 150 engineers, artists and designers. It is part of Magic Media, a larger group of game and entertainment studios.
Mobile work is the core of its portfolio. The studio offers full-cycle production, prototyping, co-development and porting, plus services that matter for free-to-play games: Match-3 development, economy design, level design and video ads for user acquisition. It builds in Unity and Unreal. Starloop says it has worked on more than 300 games with over 100 million combined downloads.
Mobile titles on its site include Fieldrunners Attack!, Momonga, Jelly Copter and Mutant Madness, and a client testimonial credits the team with design, economy and development help on Hello Kitty Merge Town. Client logos include Wooga, Scopely, Social Point, Kiloo and Easybrain, with testimonials from Nitro Games, Tangelo Games and Kukouri Mobile Entertainment.
Starloop suits casual and puzzle publishers that want a mobile game development studio able to handle levels, economy balancing and ad creative, not just code. It is a natural pick for Match-3 and merge projects.
Game-Ace is a game development company headquartered in Nicosia, Cyprus, with representatives in Germany, Ukraine, Bulgaria and Canada. It started in 2005 as a division of Program-Ace and says it has more than 120 specialists and over 200 games delivered.
Its mobile service runs from game design document to store submission and includes native and cross-platform iOS and Android builds, in-house 2D and 3D art and animation, mobile UI and UX design, and QA. Unity is its main engine for mobile, with Unreal available. Co-development and team extension are also offered, and the studio runs a dedicated Match-3 practice.
What sets Game-Ace apart is pricing transparency. According to its site, a focused casual single-platform title starts at €80,000, mid-core games with backend and multiplayer run about €150,000 to €350,000, casual titles take roughly 4 to 8 months, and mid-core titles take 10 to 16 months. Its featured mobile case study is Hexagonium, a cross-platform MMO for iOS, Android and Windows. Client logos include Wargaming, GSN Games, Namco and WHOW Games, and it publishes testimonials from GSN Games and WHOW Games.
Game-Ace is a good fit for founders and product owners who need to set a budget before they talk to anyone, and for social casino and casual publishers looking for a full-cycle partner.
N-iX Games is the game development unit of the software company N-iX, set up in 2012 and rooted in Lviv, Ukraine. It has offices in Kyiv, Kraków, Malmö, London, Malta, Florida and Medellín, and says it has more than 210 game professionals and over 100 delivered projects.
Its services cover full-cycle development, co-development, Unreal and Unity programming, art production, game design, QA, porting and dedicated mobile game services. N-iX Games is an Authorized Unreal Engine Training Partner, which is useful if your mobile project is pushing high-end visuals in Unreal.
On mobile, the studio cites Elements: Epic Heroes, an action RPG launched in 2014 with publisher Gamevil that was featured on the App Store and Google Play and passed 3 million downloads, a large mobile project for Wargaming in 2020, and art work for World of Tanks Blitz. Other named clients include CrazyLabs, Netflix, Ubisoft, Paradox and Supermassive Games.
N-iX Games fits publishers that need to scale an engineering team quickly and want the process maturity of a large software company behind it. It suits mid-core and higher-fidelity mobile projects more than quick hyper-casual tests.
Pocket Sized Hands is a co-development studio for hire based in Dundee, Scotland, and has been operating for around eight years. It works across PC, console, VR and mobile in Unity, Unreal and Godot.
Its standout mobile credit is Pocket Mortys on iOS and Android. According to its site, the studio was Adult Swim Games’ development partner on the title for six years, owning live ops, content and backend. That is a rare example of a small studio carrying a licensed mobile game through years of updates rather than a single build.
Beyond mobile, it lists porting and co-development on Bendy and the Ink Machine (whose platforms include mobile), co-development on Oddworld: Soulstorm and Bendy and the Dark Revival, and full development of Smalland: Survive the Wilds VR. It also handles multiplayer and connectivity using Photon, Epic Online Services and custom AWS stacks. Client logos include Adult Swim, WarnerMedia, Kwalee, Fireshine and Maze Theory.
Pocket Sized Hands is a good match for publishers with a live game that needs a dependable outside team for content drops, backend and networking, especially where the studio is expected to stay on for years.
Stepico is a game development studio with offices in New York, Lviv, Limassol and Sydney and a team of more than 200 people. It offers full-cycle mobile game development for iOS, Android and cross-platform releases.
Its mobile process starts with research and goal setting, including a game design document and a monetization plan, then moves through production, testing with A/B tests, launch and post-release support with live operations. Art (2D, 3D, animation and VFX) and QA are in-house. The studio works mainly in Unity and is building out its Unreal department.
Mobile projects on its site include Fishing Rival, a stylized fishing simulator, and Guild of Guardians, a mobile action RPG built for Immutable, whose executive producer describes Stepico as an external development partner. Stepico also offers blockchain game work, so buyers who want a purely traditional studio should ask which team will staff their project. Its homepage names NBC Universal, Outplay, Gameloft and Plarium among its clients.
Stepico suits companies that want one team to plan monetization and build the game, and US buyers who want a New York contact with production capacity in Europe.
Virtuos is one of the largest game co-development companies in the world. It was founded in 2004, is headquartered in Singapore, and runs studios across Asia, Europe and North America. The company says it has contributed to more than 1,500 console, PC and mobile games and counts 23 of the top 25 gaming companies as clients.
Its services fall into three groups: game development (co-development, level and gameplay design, remakes and adaptations, post-launch content), engineering (engine work, tools, rendering, optimization and networking) and art production. For mobile, the engineering side matters most, since bringing a console-grade shooter to phones is largely an optimization problem.
Its portfolio lists Call of Duty: Warzone Mobile for Activision and PUBG: New State for KRAFTON among its mobile projects. Named clients across its wider work include Riot Games, Epic Games, Square Enix, Bungie, Sony Interactive Entertainment and Jagex.
Virtuos is built for AAA publishers bringing a large franchise to mobile, or needing hundreds of extra people on a live service. Smaller studios will usually get more attention from a mid-size partner higher on this list.
Pingle Studio is a game engineering and porting company based in Limassol, Cyprus, with more than 300 people, including 160 senior and mid-level game engineers. It has been in game development for over 19 years.
Porting is its specialty. Pingle offers fixed-cost ports to Nintendo Switch, past-gen consoles and mobile, says it has ported 32 games to Switch, mobile and other platforms, and claims every one of its ports has passed certification on the first try. It also takes on co-development, DLC, remasters and emergency fixes for performance and multiplayer problems, under fixed-price, revenue-share or co-development terms.
Its mobile credits include Dontnod’s Life is Strange on iOS, Unreal Engine 5 to mobile work on Cornfox & Bros’ Oceanhorn 3, and mobile asset optimization for Apple Arcade on a Revolution Software title. Wider case studies include The Finals, Insurgency: Sandstorm and Football Manager 26, and it publishes testimonials from Zynga, Sports Interactive and Iron Galaxy.
Pingle is the pick for studios with a finished PC or console game that want a mobile version at a known cost, particularly in Unreal.
Ocean View Games is a London studio founded in 2020 that works only in Unity. It is led by director David Edgecombe, a Unity Certified Expert who previously worked as a technical developer on RuneScape Mobile. The studio runs a small senior core team and brings in a vetted contractor bench for larger projects.
Services include new game builds, co-development with senior engineers added to an existing team, porting to PC and mobile, performance optimization, legacy modernization including Unity 6 upgrades, monetization consulting and app store launch support.
Client work on its site includes a Unity 6 upgrade and mobile port of When Ski Lifts Go Wrong for Hugecalf Studios, with Windows, Android and iOS releases on the Epic Games Store; Bookwood, an interactive fiction game for PC and mobile built for GamerCat Studio; Domi Online, a Unity MMORPG supporting more than 1,000 concurrent players; and Vocab Builder for The Language Conservancy.
Ocean View suits indie studios and education clients that want senior Unity engineers on a contained project, such as an engine upgrade, a mobile port or a performance fix, without the overhead of a large vendor.
Decide the engagement type before you contact anyone. A full build means the studio owns design, code, art and launch. Co-development means their people join your pipeline and work to your producers. A port means taking an existing game to new hardware. Studios on this list are strong in different places: Juego Studios, Starloop and Game-Ace are built for full-cycle work, Pocket Sized Hands and N-iX Games for co-development, and Pingle for porting. Matching the model to the studio saves weeks of back-and-forth.
Ask for titles you can download today, in a genre close to yours. Match-3, mid-core RPG, shooters and social casino each have their own economy, retention and performance problems. Mobile game developers who have shipped a puzzle game will know level pacing and booster economies; a team that has only done PC action games will not. Install the games and check reviews, update history and how they run on an older phone.
Most free-to-play revenue arrives after launch, through events, new content, offers and balancing. Ask who handles live ops, how often they can ship content updates, and what analytics and A/B testing tools they use. A studio that has run a live game for years, as iLogos and Pocket Sized Hands describe on their sites, will have answers ready. If the studio only talks about launch day, plan for a second partner or an in-house team.
Unity still dominates casual and mid-core mobile, while Unreal makes sense for high-end 3D and console ports. Pick a studio whose senior people work daily in the engine you plan to use. Then settle ownership: your contract should state that you own the source code, art and build pipeline, and the studio should hand over repositories, documentation and store accounts at the end. Check whether any proprietary tools or plugins they use will need a separate license.
Ask which devices they test on, what frame-rate and memory targets they set for low-end Android phones, and how they handle build size limits. Store review rejections and crashes on older devices are among the most common causes of delayed launches. A mobile game development company with a real QA process will name its device lab and crash tools, and can explain how it has dealt with App Store or Google Play rejections before.
Get budgets in writing and compare them on the same scope. Published ranges, such as Game-Ace’s starting point of €80,000 for a casual single-platform title, are useful benchmarks. Fixed-price contracts work for ports and tightly scoped builds; time-and-materials or dedicated teams fit live games where the scope changes every month. Some studios, such as Pingle, also offer revenue-share terms. Tie payments to milestones you can play, not to documents.
The best mobile game development companies in 2026 are the ones that can show you games on the store, explain how they kept them running after launch, and match their engagement model to your project. iLogos, Juego Studios and Starloop lead this list for the depth of their mobile credits and live-ops experience, while Virtuos and N-iX Games bring scale for larger franchises, and Pingle, Pocket Sized Hands and Ocean View Games cover porting, long-term support and focused Unity work.
Start with a shortlist of two or three studios whose shipped games resemble yours, ask each for a paid prototype or technical audit, and judge them on how they communicate during that first milestone. That small test will tell you more about a mobile game development studio than any pitch deck.