Mobile game development with Flame (Flutter)

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile game development with Flame (Flutter)
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from 1 week to 3 months
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Mobile Game Development with Flame (Flutter)

Flame—game engine on Flutter. Not separate framework, but package adding game loop, component system, physics, input handling directly to Flutter project. Means: single codebase for game and UI around it (menu, settings, shop), native work on iOS, Android, Web, Desktop.

Choose Flame when: team already works Flutter and Dart, need 2D game without heavy engine, or game content embedded in existing Flutter app.

Flame Architecture

Flame uses Component/Entity system. FlameGame—root component with game loop. Component—base class for everything: sprites, text, collisions, UI elements.

class SpaceGame extends FlameGame {
  @override
  Future<void> onLoad() async {
    add(Player());
    add(StarBackground());
    add(EnemySpawner());
  }
}

HasCollisionDetection mixin adds collisions. ShapeHitbox (Rectangle, Circle, Polygon)—hitboxes. Callbacks onCollisionStart, onCollision, onCollisionEnd.

Ticks and physics. Flame provides update(double dt)—delta time in seconds. Physics via Forge2D (Box2D port for Dart)—separate package flame_forge2d. For simple games built-in collision sufficient without Box2D.

Practice: Typical Component

class Enemy extends SpriteComponent with HasGameRef<SpaceGame>, CollisionCallbacks {
  Enemy() : super(size: Vector2(64, 64));

  @override
  Future<void> onLoad() async {
    sprite = await gameRef.loadSprite('enemy.png');
    add(RectangleHitbox());
  }

  @override
  void update(double dt) {
    super.update(dt);
    position.y += 150 * dt; // move down
    if (position.y > gameRef.size.y) removeFromParent();
  }

  @override
  void onCollisionStart(Set<Vector2> points, PositionComponent other) {
    if (other is Bullet) {
      removeFromParent();
      gameRef.score.increment();
    }
  }
}

removeFromParent()—correct removal. remove() directly adds delay per tick.

Performance in Flame

Flame renders via Flutter's Canvas API—not GPU instancing, direct canvas.drawImageRect calls. For many identical sprites (100+ particles, bullets) use SpriteParticle from flame_particles or custom CustomPainter with drawAtlas—batches drawing in single call.

Sprite Sheet. SpriteAnimation from atlas—SpriteSheet.fromColumnsAndRows. Loading separate PNG per frame—anti-pattern. gameRef.images.load() caches image, repeat calls return cache.

Flame sits on Flutter widget tree—gives access to FlameGame.overlays for embedding Flutter widgets (pause buttons, score, modals) directly over canvas without separate layer.

Limitations

No 3D in Flame. Complex physics (ragdoll, joints, physics-sensitive puzzles)—Forge2D handles, but Unity Box2D integration more mature. If project needs serious 3D—Flame not right choice.

Community smaller than Unity/Godot—fewer plugins, Stack Overflow answers fewer.

Timeline

Hyper-casual or casual prototype: 3–6 weeks. Full 2D game with progression, shop, AdMob and IAP integration: 2–5 months. Cost calculated after game concept analysis.