I’m not sure if it count as realistic, my game has 10,000s of objects, particle effects, skinned mesh animation, 100s of sound sources, decent AI etc. And it does run pretty well on a mobile device, I haven’t benchmarked it for a while, but it used to run at 30fps + on my old iPhone 5.
I think, as long as you keep garbage collection in check, and know how to deal with FPS spikes resulting from things like shader compilation - it’s not really that different from traditional game development.
Here are a couple of screenshots for reference: