%X This study was motivated by the low interest and ability in learning English, as well as the tendency to use digital devices primarily for entertainment rather than educational purposes. To address this issue, the research aimed to develop an Android-based educational game called PLAYLISH, designed to help students learn English through an interactive and engaging gameplay experience. The development method used in this study is the Game Development Life Cycle (GDLC), consisting of six stages: initiation, pre-production, production, testing, beta testing, and release. Data were collected through literature review, teacher interviews, and field observations. Evaluation was conducted using the System Usability Scale (SUS) and the Game Experience Questionnaire (GEQ). The results showed that PLAYLISH achieved an average SUS score of 87.58, which falls into the excellent category. GEQ scores for the dimensions of challenge, immersion, and competence were also rated good to very good, indicating a balanced and enjoyable learning experience. From a technical perspective, the application ran smoothly across various devices, with responsive UI navigation and interactions. These findings suggest that PLAYLISH is a feasible and effective alternative learning medium, with strong potential to enhance English language skills among elementary school students. %D 2025 %I Fakultas Teknik Universitas Sultan Ageng Tirtayasa %K Game, Game edukasi, Bahasa Inggris, Game Android, Sekolah dasar, SD, Unity Engine, Game Development Life Cycle, GDLC, System Usability Scale, SUS, Game Experience Questionnaire, GEQ, Educational game, English language, Android game, Elementary school, Primary school %T PENGEMBANGAN GAME EDUKASI BAHASA INGGRIS BERBASIS ANDROID UNTUK SISWA SEKOLAH DASAR MENGGUNAKAN UNITY ENGINE DENGAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) %L eprintuntirta51730 %A ANJELI GUSNAWAN