Fixed: Physics collision on inclines >45°
Players would slide through geometry on steep ramps. Root cause: our custom collision solver was normalizing vectors before checking overlap, discarding slope data.
Leadory is a studio for mobile games. We don't ship feature lists; we engineer specific interactions. Our code is lean, our art is intentional, and our pipeline is built to find the fun before it costs six months.
"If the mechanic isn't clean in a prototype, it won't carry through to a shipped product."
Real fixes. Real context. This is how a project ships.
Players would slide through geometry on steep ramps. Root cause: our custom collision solver was normalizing vectors before checking overlap, discarding slope data.
Player telemetry showed a 42% failure rate on the 'Warp Core' level. The 3.2s cooldown forced passive waiting, breaking flow. New 2.7s cooldown encourages proactive play.
Mid-tier devices (2021–2022) experienced frame drops when loading new zones. Implemented an LRU cache for procedural textures, reducing memory spikes by 65%.
Target: 60fps on iPhone 12 / Pixel 6.
Method: WebGL 2.0 with aggressive texture atlasing and no asset over 2MB.
Trade-off: Lowered shadow resolution on ambient occlusion maps to prioritize particle system frame budget.
The brief was simple: a space puzzle game that felt tactile, not arcade. Players needed to trust the physics engine implicitly. Our challenge was that the "fun" relied entirely on predicting object trajectories—every frame had to be accurate.
We built a custom physics module in C++ compiled to WebAssembly, bypassing typical engine overhead. The gravity lens mechanic (pulling/pushing celestial bodies) required sub-millisecond precision. A frame drop wasn't just visual—it broke the core gameplay loop.
The result is a game where players feel like they're solving a puzzle in a lab, not tapping a screen. The constraints (2GB RAM, 60fps) forced elegance. Every visual effect is tied to a gameplay signal; nothing is decorative.
A structured approach to finding the fun. Scannable steps with built-in guardrails.
Validate core loop in a single-scene build. No art, no polish.
Build mechanics. Establish visual language. Weekly builds for stakeholder review.
External playtests on target devices. Data-driven tuning of difficulty curves.
Performance budgeting. Finalizing audio, VFX, and UX flows. Memory leak hunt.
We handle store submission, first-week crash monitoring, and a 2-month stability patch period. Post-launch, we offer retainer-based content updates.
vs Visual Fidelity: We can't have every particle and shadow on a 5-year-old phone.
Mitigation: Adaptive LOD and level-of-detail switching per device class.
vs Polish: Tight deadlines mean shipping with known minor visual bugs.
Mitigation: We prioritize gameplay-critical bugs; cosmetic issues are logged for a first-week patch.
vs Niche Appeal: Deep mechanics appeal to core gamers, not mass market.
Mitigation: We advise on tutorial design to reduce friction without dumbing down the mechanic.
We take on a limited number of projects per year. If your concept aligns with our craft and constraints, let's talk.