Game Development
Build your game and its systems and own them, instead of subscriptions
A sample client site in Game Development
Fictional names, prices and reviews, showing the kind of site you can build.
Our new mobile game «Rimal»: sign up for the beta
Join the beta- 18K
- sign-ups
- 3
- games
- 4.7
- store rating
Rimal beta
Android and iPhone, limited seats
Free
Monthly tournament
64 players, cash prizes
SAR 25
Founders pack
Exclusive in-game skins
SAR 39
“I joined the tournament and paid on the site; the bracket is clear.”
“The press page has every image and logo I need.”
Challenges
- Relying on foreign tools and platforms with monthly subscriptions in dollars that push the cost up.
- Difficulty running local payments inside the game (mada, Apple Pay) and connecting them to e-invoicing.
- Building a player community and technical support in Arabic without a large team.
- Following player behaviour and retaining them without a clear analytics dashboard.
- Managing releases, updates and seasonal content by hand eats the team's time.
Systems you can build
- An internal studio dashboard (one screen from which you run the games, the players and the revenue).
- A back end (API) and database to store player accounts, progress and leaderboards.
- An external player portal (website/mobile app) for registration, purchases and support.
- An in-game store connected to mada/Apple Pay with a ZATCA e-invoice.
- Automation for support and notifications over WhatsApp, plus player retention campaigns.
- An analytics dashboard for player behaviour, retention rate and spending.
Ready prompts: copy and paste into Uttra
Studio live operations dashboard (LiveOps)
Build me an internal live operations dashboard (LiveOps) for a game studio, from which I control live content, seasonal events, feature flags and game balance tuning without redeploying. I want a precise roles and permissions system (RBAC) separating the events designer, the community manager and the data analyst, with secure login, two-factor verification and an audit log of every change showing who changed what and when. Make the database well indexed and add a caching layer for live game settings so millions of players can read them fast, with task queues (queues) to push bulk updates and scheduled events. Take security seriously: data encryption, rate limiting, protection against injection and CSRF attacks, and automatic periodic backups. The interface is English-first with Arabic RTL support and full accessibility, plus a monitoring dashboard (observability) showing system health and errors in real time. Add tests for the critical paths and concise documentation for the team to operate it, and make everything production-ready with the code entirely owned by me.
Player portal with a unified account
Build me an external player portal (website + PWA) with a unified account (single sign-on) that links all the studio's games to one identity, so the player registers once and enters every game. I want secure registration by email and mobile number with OTP verification, distributed session management (tokens) that can be revoked, and roles and permissions separating the ordinary player from the moderator and from support. The portal shows the profile, achievements, purchases and support tickets, and connects to a local payment gateway supporting mada and Apple Pay (Moyasar or HyperPay) with a ZATCA-compliant e-invoice issued after every transaction. Design the architecture to withstand high loads: an indexed database, partitionable as you grow, caching of profile pages, a content delivery network (CDN) for assets and images, and queues for heavy operations such as notifications. Take care of security (password hashing, rate limiting, protection against common attacks, backups), performance and speed, an English-first interface with Arabic RTL support and full accessibility, plus monitoring and logs. Make it production-ready with tests and concise documentation, and the code is mine.
Automation and retention engine
Build me a player retention automation engine that splits players into dynamic segments (new player, lapsed player, big spender, about to churn) based on their behaviour in the database, and runs automatic message journeys over WhatsApp, SMS and in-game notifications. I want a visual journey editor that defines the triggers, delays and conditions, with roles and permissions restricting campaign launches to authorised people, and secure login. Connect WhatsApp and SMS through API keys in the secrets vault, and use task scheduling and queues to send millions of messages without flooding the systems, with caching of player segments and an indexed database for the heavy queries. Add A/B testing to measure each journey's effect on retention and spending, and a dashboard showing the results. Take care of security (encryption, rate limiting, abuse protection, backups), performance, an English-first interface with Arabic RTL support and accessibility, and detailed monitoring and logs. Make it production-ready with concise documentation and tests, and the code is owned by me.
Player companion app
Build me a mobile companion app (Expo) for players, from which they follow their progress, the leaderboards and the daily quests outside the game, and receive event and offer notifications. I want secure login tied to the unified account, roles and permissions, and a smooth, professional user experience on Android and iOS. The app shows the player's profile, achievements and purchase history, allows purchases via mada and Apple Pay with a ZATCA invoice, and opens support tickets. Design the back end to handle millions of sessions: an indexed API, caching of leaderboards and repeated data, a content delivery network (CDN) for assets, and queues for the heavy ranking updates, with leaderboards that refresh live. Take care of security (encryption, rate limiting, protection against common attacks, backups), performance and speed, an English-first interface with Arabic RTL support and accessibility, plus monitoring, analytics and logs. Make it production-ready with tests and concise documentation, and the code is mine to export whenever I want.
Game back end that scales to millions
Build me a game back end (API) designed from the ground up to scale to millions of concurrent players, storing accounts, progress, inventory, leaderboards and the in-game economy. I want a distributed architecture: an indexed database, partitionable (sharding/partitioning) as you grow, read replicas, a caching layer (Redis) for sessions and hot data, task queues (queues) for heavy operations such as ranking calculations and reward processing, and a content delivery network (CDN) for static assets. Design stateless APIs behind a load balancer so they scale horizontally, with anti-cheat protection and server-side validation of events. Precise roles and permissions, secure token-based login, and full security: encryption, strict rate limiting, protection against DDoS and common attacks, backups and disaster recovery. Add comprehensive monitoring (observability) with metrics, alerting dashboards and distributed logs, and document the capacity limits and load testing. The managed interfaces are English-first with Arabic RTL support, production-ready, and the code is entirely owned by me.
Questions about Game Development
You describe your idea to Uttra in your own words and it builds you an internal dashboard (one screen you run everything from) connected to a database. • You see the number of active players and the daily revenue. • You manage the content and the seasonal offers. • You give each employee permissions according to their role. And the code is yours: export it or connect it to GitHub whenever you like.
Uttra builds you a back end (API) with a database (SQLite or PostgreSQL) where you keep player accounts, their progress in the game and their scores. Your game connects to that API to sign players in, save progress and display the leaderboard directly. Everything is yours and you own it, instead of paying for a ready-made service subscription.
You can build an external player portal as a website, a mobile app (Expo) or a PWA (an app that runs from the browser). • Player registration and sign-in. • A profile and purchases page. • Support tickets in Arabic. All connected to the same database and internal dashboard.
You connect a local payment gateway (such as Moyasar or HyperPay, which support mada and Apple Pay) through an API key you place in Uttra's secrets vault. After every purchase the player receives an e-invoice compliant with the tax authority (ZATCA). Licensed matters are connected to the official service with its key, and Uttra organises the flow.
You connect WhatsApp and SMS through their keys in the secrets vault, and use task scheduling for the recurring automation. • An automatic welcome for a new player. • A reminder for a player who stopped playing a few days ago. • A notification about seasonal offers and updates. All of it runs without manual intervention.
Uttra builds you an analytics dashboard that pulls its data straight from your database. In it you see player retention, the levels where they most often quit, and the average spend per player. Clearer decisions for game design and offers, instead of guesswork.
Most ready-made game tools are monthly dollar subscriptions that grow as your player base grows. With Uttra you build your system once and own the code, so the subscription bleed stops and you control your cost. The positioning, plainly: "goodbye to rented technology" — you build and own instead of renting.
Start with the foundation that serves you immediately: • First a simple back end for player accounts, progress and the leaderboard. • Then an internal dashboard to follow players and revenue. • Then add the store and payments, and after that the automation and analytics. You describe each step in plain language and Uttra builds it, and you expand gradually without redoing everything from scratch.
The golden rule: never trust the client (the game on the player's device) — verify everything on the server. Uttra builds you a back end that applies this in practice: • It computes scores and rewards on the server rather than in the game, and rejects any implausible event (a score higher than possible, a purchase with no confirmed payment). • It verifies payments directly with the payment gateway (Moyasar/HyperPay) before delivering the item, so a purchase can't be forged. • It applies rate limiting and detects anomalous patterns (a player sending hundreds of requests a second). • It encrypts the connection and signs sensitive events so they can't be altered in transit. And all of that is code you own and develop, instead of depending on a rented service's protection.
Peaks break systems built on a single database receiving every request directly. Uttra builds an architecture that rides the wave: • Caching for repeated data such as leaderboards and game settings, so the database isn't hammered by every request. • Task queues (queues) that take the heavy operations (ranking calculations, rewards, notifications) and process them gradually instead of collapsing all at once. • Stateless services that scale horizontally: you run more API instances during the crush and shrink them afterwards. • A content delivery network (CDN) serving images and assets from the point nearest the player. And we add load testing before launch so we learn the capacity limit in a test rather than on launch day.
Start simple but with a design that accepts growth; don't build complexity you don't need yet. In practice with Uttra: • At the start, SQLite or PostgreSQL with well-indexed tables is plenty for your first thousands of players. • We separate the game logic from the database behind a clean API layer, so a later upgrade doesn't mean rewriting everything. • As you grow we move to PostgreSQL with read replicas and caching, then partition the huge tables when the need is real. The idea: a clean architecture now, and gradual scaling when the need appears — because the code is yours, you control every step instead of being hostage to a ready-made service's limits.
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