Interactive Simulator Suite
Interactive Game Dev Tools
Answer production questions to generate an AI GDD, stress-test game economy curves, estimate production scopes, and budget Unity mobile draw calls in your browser before committing code. Export structured MCP and GDD specifications directly into Claude or Cursor.
Which Mobile Game Should You Build?
Answer 4 quick production questions. We evaluate your scope, calculate realistic MVP delivery weeks, and generate an AI-ready Game Design Document (GDD) specification.
Hybrid-Casual Action Shooter
The 1-Verb MVP Slice (Phase 1 Target):
Joystick move-to-dodge + Auto-aim attack + Chest unlock
Production & Performance Rules:
- Art Strategy: Low-poly 3D with unlit vertex colors for instant 60 FPS.
- Target URP Mobile profile with SRP Batcher enabled.
- Use ScriptableObjects for all upgrade stats (0 GC Alloc in Update).
- Implement the 1-Verb Core greybox before opening any UI canvas.
- Keep texture atlas under 2048x2048 to stay below 150 MB RAM.
Mobile Economy & Inflation Projection
Adjust player session habits and upgrade curves to stress-test your 30-day currency balance before writing code.
Healthy Economy Equilibrium
Players upgrade steadily without hoarding excess currency or hitting progress walls.
30-Day Progression Projection
| Milestone | Total Earned | Total Sunk | Upgrade Tier | Wallet Balance |
|---|---|---|---|---|
| Day 1 | 3,900 | 3,502 | Lvl 6 | 398 |
| Day 3 | 11,700 | 11,601 | Lvl 12 | 99 |
| Day 7 | 27,300 | 26,030 | Lvl 17 | 1,270 |
| Day 14 | 54,600 | 47,525 | Lvl 21 | 7,075 |
| Day 30 | 117,000 | 113,430 | Lvl 27 | 3,570 |
Mobile Game Idea & Scope Feasibility
Avoid months of abandoned development. Configure your core idea to see realistic timelines, risk factors, and MVP boundaries.
Dangerous Scope Creep (High Abandonment Risk)
Cut 1 secondary mechanic or drop meta depth for MVP. Focus on proving the core verb first.
To a playable, polished vertical slice ready for internal playtesting.
Recommended Milestone Breakdown
- Week 1 - 2: Greybox prototype proving 1 core verb with hitstop & audio.
- Week 3 - 8: Level pacing & basic save loop.
- Final Stretch: Visual juice, 60 FPS mobile profiler pass, and app store build.
Unity Mobile Frame & Draw Call Budget
Simulate CPU draw call batches, dynamic lighting, and garbage collection stutter before testing on physical Android or iOS hardware.
60 FPS (Rock-Solid)
Your active frame time is under 12ms. Zero risk of thermal throttling.
Key Mobile Performance Rules
- Keep Draw Calls < 100: Combine mesh materials and enable GPU Instancing.
- 0 B GC Alloc in Update: Use NonAlloc physics queries and StringBuilders.
- Isolate Dirty Canvases: Never put moving health bars on the main UI root canvas.