App & Game Development
Mobile apps and games for iOS and Android, taken from the idea to live on the App Store and Google Play. The same person shapes the plan, writes the code, deals with the store reviewers, and keeps it working once real people have it on their phones.
What I build
- ↳Apps for iOS and Android. Customer-facing apps, booking and ordering apps, and internal tools for staff working away from a desk. Built from one codebase so you're not paying twice for the same feature.
- ↳Companion apps for a system you already run. A phone front end onto your existing website, platform, or back office, sharing the same data rather than quietly drifting out of step with it.
- ↳Games. 2D and casual mobile games: the loop, the art and audio pipeline, in-app purchases, rewarded ads, leaderboards, and the live updates that decide whether players come back on day seven.
- ↳The phone bits done properly. Push notifications, camera, location, offline use, biometric sign-in, Apple Pay and Google Pay, and permission prompts written so people actually say yes.
- ↳The backend underneath. Accounts, APIs, payments, and admin, so the app is the front of a system that will still make sense in three years, not a silo of its own.
One build, both stores
Most business apps and casual games should not be written twice. I default to a cross-platform build that ships to both stores from one codebase, and go native only for the parts that genuinely earn it. If your idea leans hard on platform-specific hardware or interface conventions, you'll hear that at the first call, not after you've paid for the wrong approach.
Games: what I take on, and what I don't
The games I build are 2D and casual: puzzle, arcade, idle, quiz, word, and branded games built to serve a marketing or engagement goal. That covers the gameplay loop, the art and audio pipeline, monetisation through in-app purchases, ads or subscriptions, the analytics to see what players actually do, and the store presence that gets it found.
What I'm not is a large 3D studio. If your idea needs a team of artists and a multi-year console budget, I'll tell you at the first call and point you at people who do that, rather than take the work and discover it halfway through.
Getting it onto the App Store and Google Play
Submission is the part that catches people out. It's a review process run by two companies with long, changeable rulebooks, and it's handled here rather than handed back to you.
- ↳Apple Developer and Google Play Console accounts set up in your name, so the app, the listing, and the reviews are yours and stay yours.
- ↳Signing, provisioning, and release builds handled, including the certificate housekeeping that comes round every year.
- ↳App Privacy labels and Play Data Safety declarations completed honestly, and matching what the app actually does.
- ↳Age ratings, content declarations, and the guideline traps that cause most first-time rejections.
- ↳Test builds through TestFlight and Play internal testing, so you and your team use it before the public does.
- ↳Listing, screenshots, and store copy written to be found, then a phased rollout rather than a hard launch.
- ↳Rejections argued and resubmitted. I deal with the reviewers so you don't have to.
Launch isn't the finish line
Apps decay in a way websites don't. Every year iOS and Android ship a new version, Apple and Google raise the minimum they'll let you build against, and an app nobody has touched for eighteen months eventually stops being installable at all. I keep released apps current: OS and SDK updates, crash monitoring, policy changes, and the steady trickle of small improvements that ratings live or die on.
How ongoing support works →How it's delivered
We start by shaping it: what the app is for, who it's for, and the smallest version worth putting in front of real users. Then it's built in increments you can install on your own phone as they land, rather than waiting months for a reveal. The code, the accounts, and the store listings are yours throughout.
Who it's for
Businesses whose customers now reach for a phone rather than a browser, teams whose staff are working off a spreadsheet when they should have a proper tool, and founders with an app or game idea who want one accountable person to take it from idea to the store instead of a chain of freelancers who each own a piece of it.
Got an app or a game you want built properly?
A short call to talk through the idea, which platforms it really needs to be on, and the shortest credible path to being live on the stores.