---
title: "UFO Launch case study"
url: "https://hamzaamalik.com/work/ufo-launch"
author: "Hamza Ahmad"
updated: "2026-10-12"
---

# UFO Launch

Mobile game with playable ads. A casual launch-and-evolve game. One TypeScript and three.js codebase ships the iOS and Android apps and playable ads for six networks.

- Role: Founder and Lead Engineer
- When: Oct 2026
- Platforms: iOS, Android, HTML5 playable ads
- Status: Coming soon. Store-ready, waiting on release keys.

Slingshot a UFO, warp for distance, and upgrade it from a bare frame to its final form across Earth, the Moon and Mars.

It went from an empty folder to a store-ready build in three days. The same codebase produces the iOS and Android apps through Capacitor and single-file playable ads, each under 1 MB.

## What I built

- Deterministic flight physics with steering and obstacles
- All 3D art generated in code: 15 UFOs with 5 build stages each, and no model files
- 15 levels, 4 launcher forms and 5 boosters
- Playable ads for AppLovin, Unity, ironSource, Liftoff, Meta and Google
- A custom Capacitor plugin in Swift and Java for AppLovin MAX, plus RevenueCat
- An economy simulator that plays every level and flags where players get stuck

## Key facts

- 3 days to store-ready
- 6 ad networks
- Ads under 1 MB

## Stack

TypeScript, three.js, WebGL, Vite, Capacitor, Swift, Java, RevenueCat, Playwright

Case study by Hamza Ahmad, senior Flutter developer. Contact: hamza@kmavericks.com
