Game development workspace in Istanbul
Est. 2018 • Istanbul

From Istanbul Sketch to
Global Launch

Born from the conviction that mobile gaming thrives on polish, not just scale. We partner with indie studios who have a strong core loop but need the technical execution and market-ready finish to break through the noise. Our Turkish base gives us a unique insight into both Eastern European and MENA mobile trends—helping games resonate globally.

"We ship 2-3 polished titles a year. Each one is a partnership, not a transaction. Our success is tied directly to the long-term health of your studio."

— Caner, Founder & Creative Director

Choose Your Collaboration Lens

Not all projects fit the same mold. We structure our engagement around your stage, risk tolerance, and resource needs. This is the decision matrix we walk through with potential partners to find the right fit.

Fixed-Scope Project

Best For

Well-defined prototypes or feature updates with clear deliverables. Budget and timeline are locked upfront.

  • Consistent milestone checkpoints
  • 10% contingency buffer included
  • Handoff with full documentation

Dedicated Team Retainer

Best For

Ongoing development where your project becomes our studio's focus. A core Gamelyx team works exclusively for you.

  • Direct access to lead dev & artist
  • Monthly planning & review cycles
  • Scalable capacity (add/remove members)

Discovery Sprint

Best For

A 4-week commitment to build a vertical slice and validate your concept with minimal risk before full production.

  • Prototype in your chosen engine
  • Technical feasibility report
  • Clear pathway to production
Transparency First

Our Production Pipeline

A weekly build cadence means you see progress every Friday. No black boxes. Here’s the exact map from your concept to launch.

Phase 1 Weeks 1-4

Discovery & Prototype

We start with rapid prototyping in Unity or Unreal. Goal: validate the core gameplay loop with a playable build before committing to full production. This is where we kill bad ideas fast.

  • • 2-3 core mechanics built & tested
  • • Initial art style guide & tech stack decision
  • • Weekly build reviews via shared project link
Phase 2 Weeks 5-16

Art & Tech Production

Parallel tracks run. Art pipeline builds environment and characters. Tech pipeline implements systems, AI, and backend. Continuous integration ensures builds are always functional.

  • • Asset creation with daily check-ins
  • • Backend API development for live ops
  • • Bi-weekly "vertical slice" builds for feedback
Phase 3 Weeks 17-20

Polish & QA

Focus shifts to quality. External QA testers (targeting your demographic) find bugs and UX friction. We optimize performance, balance economy, and prepare all store assets.

  • • Performance profiling on target devices
  • • A/B testing for monetization placement
  • • App Store/Google Play submission kit ready
Phase 4 Week 21+

Launch & Live Ops

We handle the submission and marketing push. Post-launch, we monitor analytics, community feedback, and schedule data-driven updates to keep players engaged.

  • • Launch day crash monitoring & rapid fixes
  • • Monthly content update cadence
  • • Long-term partnership planning

Technical Methodology

The 15% Overhead Guarantee

We run a standardized benchmark (Unity: Single Pass Forward rendering, 100k dynamic objects) on a controlled device (Snapdragon 845). If our final build shows >15% lower FPS than a fresh empty project, we re-optimize at our cost. This is our benchmark for "clean code."

Platform Agnostic, First

We design for the lowest common denominator: an Android device with 3GB RAM. Features are scaled up for iOS/High-end Android, never scaled down for budget devices. This prevents the "performance cliff" at launch.

Core Stack

Unity (C#) Unreal (C++) Firebase Node.js Jira + Git

Anchored in Reality

"We were on a tight budget for our puzzle game. Gamelyx advised us to skip a complex real-time shading effect and use baked lighting instead. It cut our QA time by 40% and the game still looks stunning on a $200 tablet."

— Anonymous Indie Studio, Turkey

60 FPS

On Snapdragon 600 Series

<100MB

Initial Download Size

4hr

Average Battery Life

<20ms

Server Latency Target

Edge Case Note: Asset Pooling

A common pitfall in Unity is instantiating/destroying objects repeatedly (e.g., bullets, particles), causing garbage collection spikes and frame drops. Our standard practice is object pooling—recycling objects in memory. This adds 15% dev time upfront but prevents performance collapse during high-action moments.

Beyond the Launch

The Launch is the Beginning

Our engagement doesn't end at submission. We build the infrastructure for live ops and partner with you to turn players into a community. Ready to see how this process could work for your game?

Or reach us directly: info@gamelyx.pro | +90 212 555 7890

Mon-Fri: 9:00-18:00 (TRT) | Istiklal Caddesi No: 123, Beyoğlu, Istanbul