Aug 21, 2025
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Bingo: Love in Montana
Completed

Bingo: Love in Montana

$50,000+
7-12 months
Estonia, Talinn
6-9
view project
Service categories
Service Lines
Game Development
Domain focus
Gaming
Subcategories
Game Development
Cross Platform Game

Challenge

Galaxy4Games
Galaxy4Games built the game from its idea to initial publishing activities. In addition to the traditional Bingo game, the team built additional modes with minigames to make it more entertaining and addictive. 

Technically, the game can work in album and portrait mode with auto UI adaptation. That’s an example of Modular Solutions by Galaxy4Games, and several of them were used in later projects.

The main challenge is the amount of content for the storyline—the number of characters and dialogs, localizations, buildings, and animations. All this makes the game more entertaining, even though the content creation takes much time.

Galaxy4Games is working on increasing KPIs.

 

A couple of technical cases from the game – 

https://galaxy4games.com/en/knowledgebase/game-solutions/bingo-and-meta-game-development-challenges-solutions/ 

https://galaxy4games.com/en/knowledgebase/game-solutions/bingo-metagame-module/ .

Solution

Solutions & Expertise
The close collaboration between the technical team and the technical artists team allowed us to prepare flexible architecture for the scalable engine. From the technical side, the main thing is to manage resources to make such things as memory, render, and update work properly. 

It has separated core and metagame engines to work as different modules independently. But several places should work on both engines: GUI (you can get notification windows, open bank windows, etc.), rewards (rewards in the bingo finish screen and the metagame for a daily bonus, friends, packages, etc.), ADs, etc. These functionalities also have a modular structure.

In the first months, the dev team prepared the technical tool based on Unity actions. It allows game designers to add/remove characters, launch dialogs, run animations, run post-effects and black screens, move the camera, etc. In this case, all the actions in the game look like a sequence of steps. 

At this step, it is necessary to organize art resources in the project.

Pack all the location art to separate atlases by episodes. It would help avoid uploading unused art to the memory.
Set up groups for all the content to manage resources in the project and memory.
Solve layering in the scene according to atlases and art position to decrease draw calls.
There were several basement things in the pipeline to speed up loading.

While many customizations are based on prefabs with VFX, animations, and art, the scene size becomes more extensive. Unity’s addressable allows the uploading and unloading of prefabs needed for the current stages of the scene.
Optimize art size to camera view and make it as small as possible to make fewer atlases in the projects. For this reason, constructors were used for significant buildings and unity sprites tiling.
Control of addressable groups and resources to avoid duplicates in memory and while loading content

Results

Soft launch after 8 months from the start

High-performance build with launch time close to competitors without metagame

  • Flexible code: launching another core mechanic with the same meta would take up to 2 months (like hidden objects, match3, match2, etc.)
  • The flexible architecture allows changing metagame or core in business strategy or scaling reasons
  • Decreasing development time allows us to get the first metrics of the project soon
  • Easy LiveOps process
  • A non-technical team can produce all the storytelling
  • The external event system downloads new events from the server
  • The high-optimized product launched on weak devices and decreased user drop rate on the first launch of the game