How We Work
Eight stages, each with something you can actually look at when it is finished.
Most mobile projects fail on scope, not on technology. Features get added mid-flight, the deadline moves, the budget follows it, and nobody can point to the moment it went wrong.
So we spend real time at the start defining the required functionality, the user journey, the project scope and the technical requirements. It is the least glamorous part of the project and the one that decides whether it lands.
A conversation about the business problem, the audience and the deadline. No documents required from you at this stage — we ask the questions.
We define the required functionality, the user journey, the project scope and the technical requirements before any development begins.
User journeys, wireframes and a clickable prototype. For games, a playable core loop you can hold in your hand and judge honestly.
Two-week sprints with a build at the end of each one. You see progress on a real device, not in a status report.
Functional, regression and performance testing on a real device matrix, with particular attention to low-end Android hardware.
Store listings, creatives, submission, review responses and a staged rollout so problems are caught before everyone sees them.
The first weeks after release decide the product. We watch the funnels, fix what the data exposes and tune the balance.
OS updates, store policy changes, crash response and small improvements on a predictable monthly schedule.
A project lead who knows your product and can answer without checking with three people first.
You can see every task, its status and who is on it, at any hour, without asking anyone.
Each sprint ends with an installable build and a short written summary of what changed and what is next.
When something genuinely changes, you get the schedule and cost implication in writing before anyone starts.
Code, art sources, documentation and store accounts stay yours throughout, not at the end as a favour.
We work within agreed hours and respond within one working day. Emergencies have an agreed definition.
Most of the mobile market is not running a flagship. We profile on real mid-range and budget hardware throughout production, not in the week before release.