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App development

Mobile app development from first idea to a tested release.

A mobile app is the least forgiving thing most businesses build. It ships through a review process, it runs on hardware you do not control, and a bad release is visible in public reviews for as long as the app exists. So the emphasis here is on the parts that decide whether a launch goes well: a focused first version, an architecture that survives version two, and testing on real devices before anyone else sees it. Native iOS in SwiftUI, or cross-platform when both platforms genuinely need to ship together.

Scope

What gets built.

Scope runs from a focused single-purpose app to a product with accounts, sync and a backend behind it. The discipline is the same either way.

Native iOS in SwiftUI

Built with the platform rather than against it: real navigation patterns, dark mode, Dynamic Type, VoiceOver, haptics and gestures that behave the way iOS users already expect. An app that feels borrowed from another platform gets treated that way in reviews.

Cross-platform when it earns its place

When iOS and Android have to launch together and the interface is largely shared, a cross-platform build is the cheaper honest answer. When the app leans on platform capability, native wins. You get the recommendation with the reasoning, not a default.

MVVM architecture that survives growth

Views stay thin, logic sits in view models, and data access is isolated behind its own layer. Not architecture for its own sake — it is what makes the second feature cheap instead of a rewrite, and what makes the logic testable at all.

The backend, if the app needs one

Accounts, APIs, databases, push notifications, file storage and sync — designed together with the app rather than bolted on, so the same engineer owns both halves of the contract between them.

Tested on real devices

Simulators hide the problems that matter: slow networks, low storage, permission denials, interruptions mid-task, older hardware. Testing happens on actual devices under actual conditions.

App Store submission, handled

Provisioning, certificates, App Store Connect, privacy declarations, screenshots and metadata, plus dealing with review feedback. This is where first-time submissions usually stall for weeks.

Process

How a build runs.

The order is deliberate: decide what version one is, build it in visible slices, test it properly, then ship it.

01

Define version one

The hardest and most valuable step. What the app must do, what it explicitly will not do yet, and who it is for — then a written scope, delivery date and fixed price. Most failed apps failed here by trying to launch with everything.

02

Build in visible slices

Working builds you can install on your own phone as the app comes together, rather than a demo at the end. Feedback on a real device in your hand is worth more than feedback on a design file.

03

Test on devices, not simulators

Edge cases, offline behaviour, permissions, interruptions, older hardware and accessibility, with automated coverage over the logic layers. Bugs get found here rather than in your reviews.

04

Submit, launch, hand over

Submission and review handled end to end, then the repository, signing assets and App Store Connect access transferred to you, with written notes on how to build and ship it again.

What you own at the end

  • The full source repository, under your account
  • Your own Apple Developer and App Store Connect accounts, with the app under your name
  • Signing certificates and provisioning profiles, transferred and documented
  • Written notes on building, versioning and submitting future releases
  • Any backend services, in your accounts, with credentials handed over

What this is not

  • Games, or anything built on a game engine
  • Apps whose plan depends on going viral rather than on a business model
  • Ongoing feature development on a retainer — scope is agreed and finished
  • A guarantee of App Store approval; the review outcome is Apple's call, though submissions are prepared to avoid the common rejections
Proof

Being straight about the evidence here

There is no public App Store case study yet — mobile is the newest of these services, and inventing proof for it would be worse than saying so. What can be verified is the engineering discipline the work rests on, which is the same discipline across every project on this site.

01

The IFTA agent is production software a paying client depends on every quarter: 429 automated tests, and a backtest that reproduces a real Kentucky state filing to the penny. That is the standard of correctness applied to anything with money or compliance in it.

02

DM Express is a shipped client product tested with named techniques — equivalence partitioning, boundary value analysis, decision tables, state-transition testing — and tuned specifically for iPhone and accessibility.

03

Liora Studio is a full production application with authentication, a database, file uploads, payments and a two-factor admin. Everything a mobile app needs behind it, already built and running.

Read the engineering case study
Pricing

A fixed quote, agreed first.

Starting at

$7,500

MVP to production release

A focused first release starts at $7,500, quoted as a fixed price against a written scope. Apps needing a custom backend, accounts and sync sit higher, and you get the number before committing to anything. Post-launch changes are quoted per change or handled at $90/hour — no retainer.

Discuss an app
Questions

Questions clients ask before starting.

Should I build native iOS or cross-platform?

It depends on whether you need Android at launch and how much the app leans on platform capability. If iOS is the market and the experience matters, native SwiftUI gives the better result. If both platforms must ship together and the interface is largely shared, cross-platform is the cheaper honest answer. You will get a recommendation with reasoning rather than whichever is easier to build.

Do you have an app in the App Store I can look at?

Not a public one yet — mobile is the newest of these services and there is no shipped case study to point at. That is worth knowing before you hire anyone. What is verifiable is the engineering behind it: production systems with real clients, 429 automated tests on the IFTA agent, a shipped client web product tested with named techniques, and a full application with auth, database, uploads and payments already running.

How long does an app take?

A focused first release is typically six to twelve weeks depending on whether it needs a backend, accounts and sync. Apple's review adds a few days to a couple of weeks at the end. The written scope fixes the delivery date before work begins.

Do I need my own Apple Developer account?

Yes, and you should want it. It costs $99/year from Apple and it means the app is published under your name, with you in control of it. Setting it up and configuring App Store Connect is part of the project, but the account and the app belong to you, not to me.

What if Apple rejects the app?

Handling review feedback and resubmitting is part of the engagement, not an extra. Submissions are prepared to avoid the usual rejection reasons — privacy declarations, permission strings, incomplete metadata, sign-in requirements. What nobody can promise is approval itself, since that is Apple's decision.

Can you add features later?

Yes, and the architecture exists so that is cheap rather than a rewrite. Later work is quoted per change or at $90/hour. Because the repository and accounts are yours, you are equally free to take it to another developer — the code is written and documented with that in mind.

Do you do the design as well?

Interface design is part of the build, working from platform conventions rather than a blank canvas — which is usually what an app should do anyway. If you need a full brand identity or a designer-led visual concept, that is worth bringing a specialist in for, and the build will work to their designs.

Also available

The other things this practice does.

Most projects touch more than one of these, and one engineer covering them means no hand-offs between the pieces.

Tell me what you're building.

Describe the project and where it's stuck. You'll get an honest read on whether this is the right fit — including when the answer is that it isn't.