Ava World (Multiplayer mobile game)

Ava World (Multiplayer mobile game)

Ava World (Multiplayer mobile game)

Ava World (Multiplayer mobile game)

Genre:

Multiplayer sandbox role-play/life simulation game

Genre:

Multiplayer sandbox role-play/life simulation game

Team Size:

1 Unity Developer, Backend Engineer, Game Designer, 2D Artist;

Team Size:

1 Unity Developer, Backend Engineer, Game Designer, 2D Artist;

Platforms:

Mobile

Platforms:

Mobile

Development Time:

2 Month

Development Time:

2 Month

Our Contribution:

Full-cycle development — writing concept and GDD, multiplayer backend, creation and integration of mechanics, UI/UX, optimisation.

Our Contribution:

Full-cycle development — writing concept and GDD, multiplayer backend, creation and integration of mechanics, UI/UX, optimisation.

Engine:

Unity

Engine:

Unity

Monetization: 

Ads & In-App Purchases

Monetization: 

Ads & In-App Purchases

Overview

Overview

Overview

Ava World is a children’s role-play/sandbox game built around creating custom characters, exploring the city, interacting with objects, and acting out personal stories. The game does not focus on traditional levels, losing, or winning. The core experience is designed as a “digital playhouse,” where the child decides who to be, where to go, and what to do.

The game is centred on exploring different locations, cities, characters, objects, and avatars for interaction. It also highlights character customisation, home creation, tasks, stories, hidden secrets, and the development of creativity and problem-solving skills.

Key Features

Key Features

Key Features

Avatar Customisation

The player can create and customise characters by changing their appearance, outfits, hairstyles, and accessories. This is one of the core features of the game, as the avatar is the main tool for the child’s self-expression.

Home Design & Room Decoration

The game allows players to create and decorate their character’s home. The player can choose room styles, place objects, and shape the space according to the scenario they want to play out.

The game description mentions home design with different functional areas, such as a home office, gym, and music room.

Open-Ended Role Play

Ava World does not force the player to follow a strict scenario. The main value of the game is free story creation and role play.

The player can create their own situations: going to the store, studying, relaxing at home, meeting friends, taking care of characters, celebrating holidays, or travelling around the city.

Large Interactive City

The game world consists of many locations: houses, city areas, shops, cafés, transport points, and other themed places. It is a world with different cities, locations, characters, and events.

LEVEL STRUCTURE & GAMEPLAY FLOW

LEVEL STRUCTURE & GAMEPLAY FLOW

  1. Open City Hub

Ava World is not built around levels, but around an open city.

The map works as the main hub, where the player chooses locations and scenarios.

  1. Location-Based Gameplay

Each location is a separate interactive scene: home, school, café, shop, hospital, salon, pool, and other areas.

  1. Core Gameplay Loop

The player selects a location → moves characters → interacts with objects → creates their own story → moves to a new scene.

  1. Role-Play Focus

The game has no classic victory, failure, or strict goals.
The main motivation is to freely play out everyday, social, and fantasy scenarios.

  1. Progression Through Content

Progression is built through world expansion: new locations, characters, clothes, items, rooms, secrets, and events.

  1. Key Takeaway

Ava World is a sandbox role-play game where the core gameplay is built around exploration, customisation, and creating personal stories.

LEVEL STRUCTURE & GAMEPLAY FLOW

  1. Open City Hub

Ava World is not built around levels, but around an open city.

The map works as the main hub, where the player chooses locations and scenarios.

  1. Location-Based Gameplay

Each location is a separate interactive scene: home, school, café, shop, hospital, salon, pool, and other areas.

  1. Core Gameplay Loop

The player selects a location → moves characters → interacts with objects → creates their own story → moves to a new scene.

  1. Role-Play Focus

The game has no classic victory, failure, or strict goals.
The main motivation is to freely play out everyday, social, and fantasy scenarios.

  1. Progression Through Content

Progression is built through world expansion: new locations, characters, clothes, items, rooms, secrets, and events.

  1. Key Takeaway

Ava World is a sandbox role-play game where the core gameplay is built around exploration, customisation, and creating personal stories.

LEVEL STRUCTURE & GAMEPLAY FLOW

  1. Open City Hub

Ava World is not built around levels, but around an open city.

The map works as the main hub, where the player chooses locations and scenarios.

  1. Location-Based Gameplay

Each location is a separate interactive scene: home, school, café, shop, hospital, salon, pool, and other areas.

  1. Core Gameplay Loop

The player selects a location → moves characters → interacts with objects → creates their own story → moves to a new scene.

  1. Role-Play Focus

The game has no classic victory, failure, or strict goals.
The main motivation is to freely play out everyday, social, and fantasy scenarios.

  1. Progression Through Content

Progression is built through world expansion: new locations, characters, clothes, items, rooms, secrets, and events.

  1. Key Takeaway

Ava World is a sandbox role-play game where the core gameplay is built around exploration, customisation, and creating personal stories.

GAME DESIGN & SYSTEMS

GAME DESIGN & SYSTEMS

Our game designers worked on the following areas:

  • Creating player locations with interactive objects that the player can interact with and use to build their own scenarios;

  • Designing environments that fit harmoniously into the overall visual style of the game;

  • Developing mechanics and interaction rules to create the illusion of a living world;

  • Designing player interaction systems, where each individual world could become an online hub for other players;

  • Defining the rules of interaction between players;

GAME DESIGN & SYSTEMS

Our game designers worked on the following areas:

  • Creating player locations with interactive objects that the player can interact with and use to build their own scenarios;

  • Designing environments that fit harmoniously into the overall visual style of the game;

  • Developing mechanics and interaction rules to create the illusion of a living world;

  • Designing player interaction systems, where each individual world could become an online hub for other players;

  • Defining the rules of interaction between players;

GAME DESIGN & SYSTEMS

Our game designers worked on the following areas:

  • Creating player locations with interactive objects that the player can interact with and use to build their own scenarios;

  • Designing environments that fit harmoniously into the overall visual style of the game;

  • Developing mechanics and interaction rules to create the illusion of a living world;

  • Designing player interaction systems, where each individual world could become an online hub for other players;

  • Defining the rules of interaction between players;

MULTIPLAYER & BACKEND SYSTEMS

MULTIPLAYER & BACKEND SYSTEMS

A central technical component of the project is its custom multiplayer architecture:

  • socket-based communication for real-time synchronization;

  • authoritative server validation of all player actions;

  • session management, matchmaking, and reconnection logic;

  • scalable infrastructure ready for increased player concurrency.

  • used Nakama as a scalable backend server platform to quickly integrate multiplayer functionality, game progress saving, and real-time social features. 

  • This approach provided full control over game logic, security, and network performance.

MULTIPLAYER & BACKEND SYSTEMS

A central technical component of the project is its custom multiplayer architecture:

  • socket-based communication for real-time synchronization;

  • authoritative server validation of all player actions;

  • session management, matchmaking, and reconnection logic;

  • scalable infrastructure ready for increased player concurrency.

  • used Nakama as a scalable backend server platform to quickly integrate multiplayer functionality, game progress saving, and real-time social features. 

  • This approach provided full control over game logic, security, and network performance.

MULTIPLAYER & BACKEND SYSTEMS

A central technical component of the project is its custom multiplayer architecture:

  • socket-based communication for real-time synchronization;

  • authoritative server validation of all player actions;

  • session management, matchmaking, and reconnection logic;

  • scalable infrastructure ready for increased player concurrency.

  • used Nakama as a scalable backend server platform to quickly integrate multiplayer functionality, game progress saving, and real-time social features. 

  • This approach provided full control over game logic, security, and network performance.

Tech stack

Tech stack

Engine: Unity;

Platform: Mobile (Android, iOS);

Multiplayer: Authoritative backend architecture with host-mediated client communication and real-time synchronisation;

Backend: Nakama with custom plugins;

Networking: HTTP requests and WebSockets for host–backend communication; Photon Fusion 2.0 (RPCs) for host–client communication;

Tech stack

Engine: Unity;

Platform: Mobile (Android, iOS);

Multiplayer: Authoritative backend architecture with host-mediated client communication and real-time synchronisation;

Backend: Nakama with custom plugins;

Networking: HTTP requests and WebSockets for host–backend communication; Photon Fusion 2.0 (RPCs) for host–client communication;

Tech stack

Engine: Unity;

Platform: Mobile (Android, iOS);

Multiplayer: Authoritative backend architecture with host-mediated client communication and real-time synchronisation;

Backend: Nakama with custom plugins;

Networking: HTTP requests and WebSockets for host–backend communication; Photon Fusion 2.0 (RPCs) for host–client communication;

OUTCOMES

OUTCOMES

  • Multiplayer map with the ability to connect to other players’ hubs;

  • City Map with interactive environment editing;

  • Personal home location with editing features;

  • Ice cream café location with an interactive environment and mechanics;

  • Clothing store location;

  • Game design document describing the mechanics, locations, and all game rules;

OUTCOMES

  • Multiplayer map with the ability to connect to other players’ hubs;

  • City Map with interactive environment editing;

  • Personal home location with editing features;

  • Ice cream café location with an interactive environment and mechanics;

  • Clothing store location;

  • Game design document describing the mechanics, locations, and all game rules;

OUTCOMES

  • Multiplayer map with the ability to connect to other players’ hubs;

  • City Map with interactive environment editing;

  • Personal home location with editing features;

  • Ice cream café location with an interactive environment and mechanics;

  • Clothing store location;

  • Game design document describing the mechanics, locations, and all game rules;

Lets Build Your Next Hit product

Whether you're starting from scratch
or scaling an existing product, our team
is ready to help bring your vision to life.

Lets Build Your Next Hit product

Whether you're starting from scratch or scaling an existing product, our team is ready to help bring your vision to life.

Lets Build Your Next Hit product

Whether you're starting from scratch
or scaling an existing product, our team is ready to help bring your vision to life.

@2026 All rights reserved

dreamteam.base@gmail.com

@2026 All rights reserved

dreamteam.base@gmail.com

@2026 All rights reserved

dreamteam.base@gmail.com

dreamteam.base@gmail.com

@2026 All rights reserved

@2026 All rights reserved

dreamteam.base@gmail.com