Case Study

Happy Jelly Jump 3D

Full-Cycle Hyper-Casual Development from Concept to Google Play

Happy Jelly Jump 3D key art

Happy Jelly Jump 3D is a one-tap hyper-casual game where players bounce a jelly ball through vibrant 3D platform towers. The entire title, concept, art direction, build, monetization, and launch, was delivered as a full-cycle production.

ENGAGEMENT MODEL
Full-Cycle
ENGINE
Unity (C#)
PLATFORMS
Android, iOS
GENRE
Hyper-Casual / Arcade
FOCUS AREAS
Game feel, physics tuning, ad economy, store launch

Hyper-casual lives or dies on the first three seconds of feel and the first dollar of acquisition cost. The brief was a physics-satisfying one-tap game that could be understood from a single ad view and acquired at a sustainable CPI.

KEY REQUIREMENTS

  • A core mechanic readable in a 3-second ad clip
  • Squish physics that feel great on a 60Hz budget phone
  • Ad economy (rewarded + interstitial) that does not kill retention
  • Store-ready in weeks, not months
  • Prototyped three bounce-feel variants in week one; the winning variant locked tuning values through play-testing before content production began.
  • Built the jelly deformation as a cheap vertex-shader effect rather than soft-body physics, flagship feel at budget-device cost.
  • Level generation system producing tuned difficulty ramps from designer curves instead of hand-built levels.
  • Integrated mediation with rewarded placements gated to natural loss moments, protecting session length.
  • Produced store creatives (icon tests, screenshots, gameplay video) and handled Google Play launch end to end.
Happy Jelly Jump 3D screenshot 1
  • Complete Unity project with tuned physics core
  • Procedural level/difficulty system
  • Ad mediation + analytics integration
  • Store listing assets and launch
  • Post-launch tuning updates
UnityC#Shader GraphAppLovin MAXGameAnalyticsFirebasePhotoshop

Shipped to Google Play with a tuned acquisition funnel, CPI held under target during test campaigns, and the one-tap loop sustained the session lengths the ad economy was designed around. The game remains live on the Play Store.

How long does a hyper-casual title like this take?
Concept to store-ready in 4-6 weeks. The physics-feel prototyping took one week; the discipline is killing weak variants early rather than polishing them late.
What does full-cycle mean on a project like this?
Everything under one contract: concept, art, code, monetization design, store assets, submission, and post-launch tuning. The client reviews builds; we run the production.
How do you keep ad monetization from hurting retention?
Placements are gated to natural break points, loss moments and level completions, and frequency-capped from analytics. Revenue per session matters less than revenue per player lifetime.
Could you build a game like this for us?
Yes, this template (one-tap mechanic, procedural difficulty, ad economy) is our fastest production line. From $3k for a CPI-testable prototype.

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