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Apples &
Bananas

Full-Cycle Development of a Subscription-Based Early Learning Platform for Ages 6 Months – 3 Years

Engagement
Full-Cycle Game Development
Engine/Tech
Unity
Platforms
iOS, Android (Mobile & Tablet)
Focus Areas
Full-Cycle Mobile Game Dev, Subscription & LiveOps Infrastructure, Adaptive Learning Systems

Project Overview

Apples & Bananas is a subscription-based toddler learning game app for children aged 6 months to 3 years. Juego Studios delivered it end to end — 145 learning blocks across 20+ mini-game templates, adaptive difficulty, multi-device account management, subscription & IAP integration, and a real-time CMS that lets the client publish new content without an app store release.

Key constraints included

  • Client-supplied assets and voiceovers required tight pipeline coordination throughout production.
  • 2 parents, 4 children, 6 devices — per-child progress, difficulty, and timer state had to sync independently across all sessions.
  • One interaction model had to serve children from 6 months to 3 years, tap-only at base level, precision drag at higher levels, no separate codebase.
  • Offline mode had to be fully functional, not degraded — progress, subscription state, and content enforced device-side with clean sync on reconnect.
  • Zero-downtime content publishing without app store releases required Asset Bundle architecture as a core platform decision from sprint one.

Our Role & Execution

Our contribution:

  • Platform architecture, feature engineering, and UI/UX implementation (client-supplied assets and voiceovers)
  • 145-block mini-game suite across 20+ reusable templates
  • Subscription & IAP integration across iOS and Android
  • Adaptive difficulty engine, dual learning path system, and parental controls
  • Offline gameplay infrastructure, reward economy, and Reward Land
  • Super Admin CMS, QA, and store submission

Execution involved

  • 20+ mini-game templates (jigsaw, drag-and-drop, tracing, phonics, painting, maze, video, sight words), each across 3 difficulty levels, from tap-only to precision drag at 10% snap tolerance, with a mascot-driven hint layer.
  • Auto-adaptive difficulty re-evaluates every 3 blocks; parents can override manually per child profile.
  • App Store and Play Store IAP, including monthly and annual plans, auto-renewal, restore purchase, and multi-device session enforcement across up to 6 concurrent devices.
  • Six authentication pathways (email/OTP, phone/OTP, Google, Facebook, Apple, guest), second-parent invite flow, and 720-hour session auto-logout.
  • Unity Asset Bundle offline architecture — on-demand downloads, LRU eviction, local progress storage, and backend sync on reconnect.
  • Ticket economy, Surprise Egg rewards, and Reward Land, a personalizable 2D world per child with 10 themes and drag-to-place interactions, plus My Work (artwork, certificates, stickers, bookmarks).
  • Super Admin CMS — block creation via 20+ templates published live through asset bundle, account management, user bucket segmentation, and reward/content configuration.
  • Today’s Block scheduler (10 blocks/day, 7 days ahead), weekly parent progress reports, and a timer module with multi-device sync and math-challenge lock screen.

Need to review platform architecture, subscription systems, or CMS scope for your project?

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Production & Live Readiness

The platform was architected for live operation from day one, not retrofitted after launch:

  • All 145 blocks delivered as Unity Asset Bundles — the client publishes new content through the CMS, live to users, without an app store submission.
  • Block templates are reusable systems: adding a new block in any supported type requires only content configuration, not new engineering work.
  • Push notification infrastructure for new content alerts, subscription renewal reminders, and re-engagement — toggle-controlled per user, fully configurable from CMS.
  • Weekly automated progress reports delivered to parents via email, block completions, top categories played, and a deep-link back into the app (or to store if not installed).
  • Volume-zero detection triggers an in-session prompt, preventing silent gameplay in a platform where voiceover is core to the learning experience.

Outcome

  • Full platform shipped on iOS and Android (phone and tablet) under a single Unity codebase, with all 145 blocks live across 20+ mini-game types at launch.
  • Client achieved content independence post-handoff: new blocks, reward items, and user cohorts managed entirely through the CMS without developer involvement.
  • Offline-capable gameplay and multi-device session sync delivered consistent experiences across up to 6 devices per account, regardless of connectivity.
  • Reward and progression systems., including tickets, Surprise Eggs, Reward Land, mascot customization, designed to sustain daily return rate and session depth beyond initial content completion.

What This Demonstrates

  • Full-cycle ownership is viable for complex, multi-system platforms — subscription logic, adaptive gameplay, offline architecture, CMS, and reward economy can be delivered under a single engagement without scope fragmentation.
  • Unity Asset Bundle architecture, when designed from sprint one, enables true zero-release content publishing — a material operational advantage for subscription products that depend on content velocity.
  • Early learning products have non-negotiable interaction constraints: accommodating children from 6 months needs tap-first, then drag, then precision-drag difficulty progressions, not just visual difficulty scaling.
Apples & Bananas Kids Game Outcome

If You're Building or Scaling a Live Learning Platform

We typically:

  • Deliver full-cycle builds — platform architecture, feature engineering, CMS, store submission, and post-launch content infrastructure — under a single production team.
  • Design for live operation from sprint one: content pipelines, admin tooling, and analytics hooks are not afterthoughts.
  • Support subscription-model products with the IAP, session management, and retention systems they require to operate as a business, not just a game.

Full-cycle development built for live operation, not just launch day.

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Frequently Asked Questions

1 What stage of development can you engage at for a full-cycle platform project?

We can engage from early concept and architecture through engineering, store submission, and ongoing content operations. For the Apples & Bananas kids game, our involvement covered platform architecture, all 145 blocks, CMS development, subscription integration, and post-launch content pipeline setup.

2 How do you handle content scalability for subscription products that need regular new content?

We architect content delivery around Unity Asset Bundles so new blocks, mini-game content, and reward items can be published by the client through the CMS without an app store update. This was a core design requirement for the Apples & Bananas education app and is standard practice for any subscription product we build.

3 How do you approach subscription and IAP integration across iOS and Android?

We handle both App Store and Play Store IAP natively, including auto-renewal, restore purchase, multi-device session enforcement, and webhook-driven subscription status sync. Subscription state is the backbone of access control across every feature in the platform, so we treat it as a first-class architecture concern, not a late integration.

4 Is this engagement model suitable for early-stage funded studios without an internal team?

Yes. Full-cycle engagements are well suited for founders and funded studios who need a single partner to own build, infrastructure, and live operations. We function as the engine room — the client retains creative direction and product ownership.

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