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Mobile and hypercasual games

  • Class 15
  • Practice 30
  • Independent work 105
Total 150

Course title

Mobile and hypercasual games

Lecture type


Course code






Lecturers and associates

Course overview

This module introduces students to mobile and hypercasual games, how they differ from other game types and how to monetize them.

This module is core to Game Development subspecialisation and provides the foundation for successfully working in mobile and hypercasual games development. Skills learned in this module will contribute significantly to students’ development as professionals in respected fields.

Students will learn:
• About mobile and hypercasual games specifics (touch screen, sensors, etc.)
• How to adjust assets for mobile games (models, textures, audio, etc.)
• How to implement controllers for mobile interfaces.
• About monetization models (virtual items, loot boxes, boosters etc.)
• How to implement ads and commercials.

The module assessment is based on solving a series of smaller practical tasks and on individual student projects. In these projects, students must create mobile and hypercasual games to the specifications.


Essential reading:
1. Felicia, P. (2017) A Beginner's Guide to Web and Mobile Games with Unity: Create and publish simple web and mobile games. Scotts Valley: CreateSpace Independent Publishing Platform.

Recommended reading:
1. Doran, J.P. (2020) Unity 2020 Mobile Game Development: Discover practical techniques and examples to create and deliver engaging games for Android and iOS. 2nd edn. Birmingham: Packt Publishing. ISBN 978-1838987336

Download student guide

Minimal learning outcomes

  • Customize models, textures and audio resources for use in mobile games.
  • Construct a controller for mobile touch-based interfaces.
  • Use sensors available on mobile game control devices.
  • Create a system for buying and using virtual items, loot boxes and/or boosters in a mobile game.
  • Recommend and implement a mechanism for displaying ads and commercials in the mobile game.

Preferred learning outcomes

  • Recognize which assets are bottlenecks and optimize them for ensuring better mobile performance.
  • Use A-B testing to define the best UI and controllers for a mobile touch-based interface.
  • Choose optimal input for a mobile game, combine touch inputs with available sensors and gracefully fall-back if some sensors are not available.
  • Create a complex system for buying and using virtual items, loot boxes, and/or boosters in a mobile game and connect it with App stores.
  • Design and implement a nonintrusive system for serving ads and commercials on demand and provide a fall-back if no ads or network is available.