Mobile 2.5D Runner Game Development
Budget: $3,000 – $5,000 USD
BLIND SCOPE — Casual Mobile Game (2.5D) | iOS + Android
Request for Quote (RFQ)
1) Project Summary (No IP Disclosure)
We are requesting a quote to develop a casual mobile runner/racing game in a 2.5D visual style (depth + parallax, fixed or semi-fixed camera). The experience is built around short sessions with obstacles, collectible items, power-ups, light progression, and optional monetization.
Important: For the purpose of this quote, no proprietary IP will be shared (names, characters, story, scripts, proprietary artwork, or world-building). If we move forward, we will sign an NDA and provide a full creative bible.
2) Platforms & Technology
• Platforms: iOS + Android
• Preferred engine: Unity (preferred) or an equivalent proposed by the vendor
• Delivery: installable builds per milestone + full project source/repository upon final delivery
• Performance target: 60 FPS on mid-range devices (vendor to recommend minimum supported device specs)
3) 2.5D Visual Style (For Quoting Purposes)
• Characters and elements in a cartoon/casual style with humorous visual tone
• 2.5D definition: layered environments with parallax, perceived depth, simple shadows, VFX/particles; no fully free 3D world and no fully dynamic camera
• Quote should include:
o recommended art pipeline (2D sprites + layers / lightweight 3D + fixed camera / hybrid)
o mobile optimization approach (textures, draw calls, batching, etc.)
4) Game Loop & Core Mechanics
Session length: 60–120 seconds.
Core gameplay (included in scope):
• Base character movement
• Touch controls (swipe / tap): lane-based or free lateral movement (vendor to propose)
• Static and moving obstacles with collision
• Collectibles (coins/items)
• Power-ups: 3 types (e.g., boost, shield, magnet) — configurable/parameterized
• End-of-run system (finish line, crash/fail state, or timer) + results screen
Optional add-ons (quote separately):
• Rival AI + “race” against 1–3 opponents
• Procedural track generation vs. fixed levels
• Daily challenges / missions
5) Content Volumes (Quoted Without IP)
Vendor should quote the following volumes (adjustable per package):
MVP (Minimum Viable Product)
• Playable characters: 1 (with skin/cosmetic support)
• Environments/biomes: 1
• Unique obstacles: 10
• Power-ups: 3
• Per-character animations: run, jump, hit/fall, celebration (min. 4)
Version 1.0 (Post-MVP)
• Characters/skins: 3–6 (or 1 character + 10 skins)
• Environments/biomes: 2–3
• Unique obstacles: 20–30
• Power-ups: 4–6
Note: If the studio proposes a different (more efficient) structure, please map it to these volumes.
6) UI/UX (Included Screens)
Design + implementation of:
• Splash + loading
• Main menu
• Character/skin selection
• Short tutorial (overlay or guided run)
• In-game HUD
• Results / rewards
• Shop (cosmetics + currency)
• Settings (audio, vibration, language if applicable)
Requirement: responsive UI for multiple screen sizes and safe areas.
7) Progression & Economy (Light)
Included:
• Soft currency (coins)
• Per-run rewards
• Basic upgrades (3 stats or 3 upgrade paths)
• Local save + optional cloud save (quote cloud separately)
Optional:
• Daily missions system
• Season pass / battle pass (quote separately)
8) Monetization (Modular Quote)
Please provide pricing per option/module:
A) Ads
• Interstitial ads
• Rewarded ads
• Configurable frequency
• Standard SDK integration (Unity Ads / AdMob / vendor recommendation)
B) In-App Purchases (IAP)
• Currency packs
• Remove ads
• Consumables (boosters)
9) Audio (Basic)
MVP:
• 1 menu music track + 1 gameplay loop track
• 15–25 SFX (UI, power-ups, crash, coin pickup, etc.)
Optional:
• 3–5 additional music tracks
• Voice/VO
10) Analytics, QA & Publishing
Included in proposal:
• Basic analytics (Firebase or equivalent): session, run completion, ads, purchases events
• Crash reporting (Firebase Crashlytics or equivalent)
• QA plan + recommended test device list
• Post-launch support: 30 days (critical bugs)
Optional:
• App Store / Google Play publishing support (setup, screenshots, store listing)
• Basic ASO support
11) Milestones & Deliverables (Phased Quote)
Please provide cost + timeline per phase:
Phase 0 — Pre-Production (1–2 weeks)
• Simplified GDD/SDD (no IP)
• Movement + 2.5D camera prototype
• Final feature list + risk assessment
Phase 1 — Playable MVP
• Complete core gameplay
• 1 biome
• Basic UI
• Simple economy
• iOS + Android builds
Phase 2 — Version 1.0
• Expanded content (per volumes)
• Monetization (ads and/or IAP)
• Analytics
• Optimization + QA
12) Assumptions & Exclusions (To Avoid Scope Creep)
Not included unless quoted separately:
• Real-time multiplayer
• Complex backend systems
• Advanced cinematics
• Hyper-realistic art / high-complexity animation
• Full localization into multiple languages
13) Quote Requirements (What We Need From You)
Please send:
1. Cost per phase + min/max range
2. Schedule by weeks
3. Team composition (roles + estimated hours)
4. Tech stack + SDKs
5. What’s included vs. excluded
6. Commercial terms: milestone payments, IP ownership, support, warranty
7. Portfolio of similar projects
IP Protection Notes
• “We will not share names, characters, story, or proprietary art without an NDA.”
• “All estimates must be based on mechanics and content volumes described in this Blind Scope.”
• “All work produced for this project must be work-for-hire and owned by the client, subject to contract.”
Alexander Vivas
Project Lead / Product Owner
Eagle Enterprises LV LP
Las Vegas, Nevada, USA
Request for Quote (RFQ)
1) Project Summary (No IP Disclosure)
We are requesting a quote to develop a casual mobile runner/racing game in a 2.5D visual style (depth + parallax, fixed or semi-fixed camera). The experience is built around short sessions with obstacles, collectible items, power-ups, light progression, and optional monetization.
Important: For the purpose of this quote, no proprietary IP will be shared (names, characters, story, scripts, proprietary artwork, or world-building). If we move forward, we will sign an NDA and provide a full creative bible.
2) Platforms & Technology
• Platforms: iOS + Android
• Preferred engine: Unity (preferred) or an equivalent proposed by the vendor
• Delivery: installable builds per milestone + full project source/repository upon final delivery
• Performance target: 60 FPS on mid-range devices (vendor to recommend minimum supported device specs)
3) 2.5D Visual Style (For Quoting Purposes)
• Characters and elements in a cartoon/casual style with humorous visual tone
• 2.5D definition: layered environments with parallax, perceived depth, simple shadows, VFX/particles; no fully free 3D world and no fully dynamic camera
• Quote should include:
o recommended art pipeline (2D sprites + layers / lightweight 3D + fixed camera / hybrid)
o mobile optimization approach (textures, draw calls, batching, etc.)
4) Game Loop & Core Mechanics
Session length: 60–120 seconds.
Core gameplay (included in scope):
• Base character movement
• Touch controls (swipe / tap): lane-based or free lateral movement (vendor to propose)
• Static and moving obstacles with collision
• Collectibles (coins/items)
• Power-ups: 3 types (e.g., boost, shield, magnet) — configurable/parameterized
• End-of-run system (finish line, crash/fail state, or timer) + results screen
Optional add-ons (quote separately):
• Rival AI + “race” against 1–3 opponents
• Procedural track generation vs. fixed levels
• Daily challenges / missions
5) Content Volumes (Quoted Without IP)
Vendor should quote the following volumes (adjustable per package):
MVP (Minimum Viable Product)
• Playable characters: 1 (with skin/cosmetic support)
• Environments/biomes: 1
• Unique obstacles: 10
• Power-ups: 3
• Per-character animations: run, jump, hit/fall, celebration (min. 4)
Version 1.0 (Post-MVP)
• Characters/skins: 3–6 (or 1 character + 10 skins)
• Environments/biomes: 2–3
• Unique obstacles: 20–30
• Power-ups: 4–6
Note: If the studio proposes a different (more efficient) structure, please map it to these volumes.
6) UI/UX (Included Screens)
Design + implementation of:
• Splash + loading
• Main menu
• Character/skin selection
• Short tutorial (overlay or guided run)
• In-game HUD
• Results / rewards
• Shop (cosmetics + currency)
• Settings (audio, vibration, language if applicable)
Requirement: responsive UI for multiple screen sizes and safe areas.
7) Progression & Economy (Light)
Included:
• Soft currency (coins)
• Per-run rewards
• Basic upgrades (3 stats or 3 upgrade paths)
• Local save + optional cloud save (quote cloud separately)
Optional:
• Daily missions system
• Season pass / battle pass (quote separately)
8) Monetization (Modular Quote)
Please provide pricing per option/module:
A) Ads
• Interstitial ads
• Rewarded ads
• Configurable frequency
• Standard SDK integration (Unity Ads / AdMob / vendor recommendation)
B) In-App Purchases (IAP)
• Currency packs
• Remove ads
• Consumables (boosters)
9) Audio (Basic)
MVP:
• 1 menu music track + 1 gameplay loop track
• 15–25 SFX (UI, power-ups, crash, coin pickup, etc.)
Optional:
• 3–5 additional music tracks
• Voice/VO
10) Analytics, QA & Publishing
Included in proposal:
• Basic analytics (Firebase or equivalent): session, run completion, ads, purchases events
• Crash reporting (Firebase Crashlytics or equivalent)
• QA plan + recommended test device list
• Post-launch support: 30 days (critical bugs)
Optional:
• App Store / Google Play publishing support (setup, screenshots, store listing)
• Basic ASO support
11) Milestones & Deliverables (Phased Quote)
Please provide cost + timeline per phase:
Phase 0 — Pre-Production (1–2 weeks)
• Simplified GDD/SDD (no IP)
• Movement + 2.5D camera prototype
• Final feature list + risk assessment
Phase 1 — Playable MVP
• Complete core gameplay
• 1 biome
• Basic UI
• Simple economy
• iOS + Android builds
Phase 2 — Version 1.0
• Expanded content (per volumes)
• Monetization (ads and/or IAP)
• Analytics
• Optimization + QA
12) Assumptions & Exclusions (To Avoid Scope Creep)
Not included unless quoted separately:
• Real-time multiplayer
• Complex backend systems
• Advanced cinematics
• Hyper-realistic art / high-complexity animation
• Full localization into multiple languages
13) Quote Requirements (What We Need From You)
Please send:
1. Cost per phase + min/max range
2. Schedule by weeks
3. Team composition (roles + estimated hours)
4. Tech stack + SDKs
5. What’s included vs. excluded
6. Commercial terms: milestone payments, IP ownership, support, warranty
7. Portfolio of similar projects
IP Protection Notes
• “We will not share names, characters, story, or proprietary art without an NDA.”
• “All estimates must be based on mechanics and content volumes described in this Blind Scope.”
• “All work produced for this project must be work-for-hire and owned by the client, subject to contract.”
Alexander Vivas
Project Lead / Product Owner
Eagle Enterprises LV LP
Las Vegas, Nevada, USA