Choosing a Mobile Game Development Company, and Where We Fit Instead

We are not a mobile game development company. We are the engineering team a studio brings in for everything around the game: the backend it runs on, the release pipeline, the analytics that decide the next live-ops cycle, and the store submission that keeps costing you weekends.

Talk to the engineers, not a studio

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The Game Is the Part Most Studios Already Have Covered

Studios rarely struggle with the game. They have designers, artists and gameplay engineers, and the thing they are best at is the thing they were founded to do. What tends to hurt is everything the game leans on once real players arrive.

The pattern is consistent. Infrastructure cost swings by an order of magnitude between a launch week and a quiet month, which makes ordinary capacity planning the wrong instrument and turns cloud spend into a number nobody can forecast. Releases go out constantly, because live operations demands it, and a bad build costs a weekend of revenue rather than a support ticket. Retention analysis conflates the cohort effect with the change that was shipped, so the next live-ops decision is taken on a number that cannot support it. Store submission arrives with its own rejection reasons and its own clock, and a live title cannot absorb a review cycle. And on Android, the failure that matters is rarely a crash report. It is a hot phone and a flat battery on a chipset nobody tested.

None of that is game development. All of it is ordinary, difficult engineering, and it is what we do for studios.

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Teams Who Came to Us With a Systems Problem

Different sectors, one pattern: the constraint turned out to be the systems around the product rather than the product itself. These are platforms we build, integrate and keep running.

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Tell Us What the Sector Is Doing to You

Talk to the engineers

What We Provide to Game Studios

Everything here is drawn from work the delivery bench already does across other sectors, applied to the conditions a live title creates. What is not here is the game itself.

Backend and live services engineering

Accounts, progression, inventory, matchmaking support, events and configuration, built to hold at a launch spike rather than at a beta. The design question is what degrades gracefully when concurrency arrives in ninety seconds, because it will.

Cloud cost engineering for spiky load

Infrastructure sized for a curve that moves by an order of magnitude, where reserved capacity is the wrong instrument for most of the estate and rightsizing has to be continuous rather than quarterly. Capacity planning is usually the largest part of the value here.

Release pipeline, staged rollout and crash monitoring

Build, sign, stage and release with a rollout you can halt, plus crash and health monitoring in front of it. A live-ops title ships constantly and the cost of a bad build is measured in a weekend of revenue.

Player analytics and live-ops decision support

Retention curves, session economics and in-app conversion by cohort, modelled so the cohort effect is separated from the change that shipped. Without that separation, every live-ops decision is a coin flip with a chart attached.

Store submission and release operations

Preparing and running submission on iOS and Android, designing out the common rejection reasons before they cost a cycle, and handling age rating and purchase restore behaviour. This is the least glamorous item on the page and consistently the most appreciated.

Device performance work on Android

Thermal behaviour, memory and frame stability across the chipset range your players actually hold, tested on real handsets. The failure mode here is a hot phone and a dead battery, and it is invisible to crash reporting.

Localisation and content operations at volume

Tone and world consistency across large volumes of text, with the evaluation set built for a subjective judgement rather than a factual one, which means human raters rather than an automated score.

Engineers embedded in your team

Where the gap is capacity rather than capability, backend, cloud, data and release engineers who join your stand-up and take direction from your leads. Store submission experience is usually the screen that matters most.

Work in This Sector

Work from across our portfolio. Studies from this sector appear here as they are published.

Stories of Transformation and Trust

What clients say once the system has been running long enough to judge.

Reviewed on Clutch
Hardik was very helpful in advice and completing the work.
TomAustralia
Reviewed on GoodFirms
We have contracted a developer from Aipxperts now for several months, based on a referral. We have been very pleased with the quality of the work, the knowledge and skill level of our developer, and the value we're receiving for our fee. We also very much appreciate that the development team works at night (effectively), so we are sometimes able to turn client requests around in a day.There have been a couple of situations where we needed urgent help outside of our developer's normal business hours, and we've received that help (for which I am very grateful). While we have some challenges with communication sometimes, our overall satisfaction level is very high.
Jason LancasterPresident, Spork Marketing

How to Choose a Game Development Studio, If That Is What You Need

Most people arriving at this page want a studio to build a game. We are not one, so here is what we would ask if we were choosing on your behalf. It costs us nothing to be useful about it.

Ask what they built, not what they can build

Shipped titles, live player numbers and how long each stayed live. A portfolio of prototypes and pitch decks is a different business from a studio that has operated a game through its first year.

Ask who owns the code and the assets on day one

Ownership of source, art and the account under which the title is published. This is the clause that becomes expensive when a relationship ends and it is much cheaper to settle at the start.

Ask what happens after launch, in writing

A game is not delivered at release, it starts there. Live operations, content cadence, event support and who is on the hook when something breaks on a Saturday are commercial questions, not technical ones.

Ask who is doing the engineering behind the game

Many studios are excellent at design and gameplay and subcontract or improvise the backend, the pipeline and the analytics. That is entirely normal and worth knowing, because it is the part that fails at scale and the part we are usually called about.

Ask them to be specific about devices

A studio that cannot tell you which handsets they test on has not met the Android problem yet. Ask for the list.

What a Live Title Has to Connect To

All of this is delivered around a game that already exists, and together it is usually where a studio’s engineering time quietly goes.

The engine and client build

We work alongside the client build rather than inside it: the backend interfaces it calls, the configuration it reads, and the build and signing steps that get it to a store. Gameplay code stays with your team.

Store and platform services

Purchase, restore, entitlement and account linkage on iOS and Android, including the behaviours that get a submission rejected when they are handled loosely.

Analytics, attribution and marketing platforms

Event pipelines into your analytics and attribution stack, built so the definitions are stable. Most live-ops disagreements turn out to be two systems counting a session differently.

Advertising and monetisation networks

Mediation, placement and revenue reporting joined to your own player data, so revenue can be read by cohort rather than only in aggregate.

Player support and communication

Support tooling with the player’s actual state attached, and messaging at the volume a launch produces.

Monitoring that watches players, not only servers

Servers can be healthy while a specific device family cannot complete a purchase or a region cannot connect. Monitoring here is built around player-visible outcomes, because that is what a review score reacts to.

Store Policy, Younger Players and What We Do Not Sign Off

Games carry obligations arriving from more than one direction: the law, and the platform holders whose rules are stricter than the law in several places. All of it turns into build requirements.

Games played by childrenWhere a title is directed at or likely to attract under-13 players, a separate consent and data-collection regime applies and it is not a stricter version of the adult flow. It changes what may be collected, what advertising may be served, and what is stored at all. It is settled before the analytics and monetisation layer is built, because retrofitting it usually means removing data you have already come to depend on.Age rating and content declarationsBoth platforms require content declarations and a rating, and a declaration that does not match what the game actually does is the kind of problem that surfaces at the worst moment. We prepare the technical side accurately. The content judgement is yours.Purchases, restore and refundsPurchase and restore behaviour is checked at submission and mishandling it is a common rejection reason. Money, tax and refunds stay with the platform holders and with you; we build the entitlement layer that has to agree with them.Player data across regionsPlayer accounts, telemetry and support records are personal data. Retention, residency and what is shared with an attribution or advertising partner are data model decisions taken early rather than settings applied later.The list of things that are not oursWe do not build games, we are not a publisher, we do not sign or submit under our own developer account, and we do not make the content or rating judgement. Submission runs under your account with our engineers operating it.Accreditation, before a publisher asksNeither ISO 27001 nor SOC 2 is held here, and a publisher will ask in week one. Access control, change management, encryption and monitoring are designed and written down, with the evidence assembled ready for a platform or publisher review. It strengthens your position and it does not stand in for it.

What a Studio Engagement Actually Delivers

Working systems and written evidence rather than a pitch. Ask for any of it before committing.

01A launch load model with a cost curve attachedWhat your infrastructure does at ten times normal concurrency, what it costs, what degrades first and what must never fail. Produced before the launch rather than explained afterwards.02A release pipeline your own team runsBuilding, signing, staging, rolling out and halting, operated by your engineers rather than by ours. A pipeline only the supplier can drive is a dependency you never asked for.03Metric definitions that survive an argumentSession, retention and conversion defined once and applied everywhere, so a live-ops discussion is about the decision rather than about whose number is right.04A tested device listThe handsets and OS versions your build is verified on, chosen from what your players actually hold rather than from what is newest. Thermal and memory behaviour included, because those are invisible to crash reporting.05A stated boundaryWe do not build the game. That is written into the contract, and it exists to keep both sides honest about what has been agreed.

The Engineering Stack Around a Game

What gets used depends on your engine, your platform mix and the shape of your load. Nothing below is listed for effect.

Application languages

C#JavaKotlinSwiftPythonGoTypeScript

Frameworks and services

.NET CoreSpring BootNode.jsReact for tooling and dashboards

Data

PostgreSQLMongoDBRedisevent storage for player telemetry

Cloud and infrastructure

AWSAzureGoogle CloudDockerKubernetesTerraform

Game-specific work

spiky-load capacity designstaged rollout and haltcrash and health monitoringreal-device performance testingevent pipelines with stable definitions

How We Come Into a Studio, and What Happens First

Studios usually call during or just after a painful launch, so the sequence assumes the title is already live and cannot pause.

01Launch post-mortem or pre-launch reviewWhat happened, or what is about to. Infrastructure behaviour, release history, crash and review data, and the handsets your complaints come from.02Load and cost modellingConcurrency curves against cost, with the failure order established: what queues, what degrades, what must hold.03Pipeline and rollout designBuild, sign, stage, roll out and halt, designed to be run by your team from the outset.04Metric definitionSession, retention and conversion pinned down once, before any dashboard is built on top of ambiguity.05Build in increments your leads reviewIncrements go to the people running live operations rather than to a steering group, because they are the ones who will use it at two in the morning during an event.06Real-device and load testingTested on the handset range your players hold and at your projected peak rather than your current average.07Submission rehearsalStore submission prepared and reviewed against the common rejection reasons before it is filed, under your developer account.08Launch support and handoverPresent through the launch window, then handing operation to your team with the pipeline and runbooks. Cover is business hours with the escalation route agreed in advance, which is stated plainly because a launch is exactly when a studio wants to assume otherwise.

Questions a Studio Should Ask Us First

The opening answer rules out the thing most visitors came here for, which is the point of putting it first.

Share your project vision

Tell us what you want to build. A specialist, not a salesperson, replies.

PDF, DOC or image, up to 10MB. Optional.
My idea is confidential – happy to sign an NDA.

No. We do not write gameplay code, we do not do design or art, and we are not a studio. What we build is the engineering around a title: backend and live services, cloud cost and capacity, the release pipeline, player analytics, device performance work and store submission. If you need a game built, Section 6 above is what we would ask a studio on your behalf, and we would rather be useful than pretend.

Because studios searching for a development partner frequently need the engineering rather than the game, and there is no honest search term for what we do here. Being straight about that in the first line seemed better than ranking for something we would have to walk back on the first call.

It depends on your load profile and the state of your pipeline, and there are no rate bands published anywhere on this site because a number offered before seeing your launch data would be invented. A launch review is a short, scoped engagement and it usually establishes whether anything larger is warranted.

Usually, and the first step is an assessment rather than a migration. Plenty of game backends are adequate and expensive rather than broken, and in that case the honest recommendation is cost work rather than a rebuild.

Under your developer account, with our engineers operating the submission and preparing the technical side. We do not publish under our own account and we do not make the content or rating judgement, which is yours.

Almost always, and usually without a rearchitecture. Spiky load is badly served by the instruments most teams reach for first, and the largest savings tend to come from capacity design and rightsizing rather than from rewriting anything.

With the engineering behind it: event configuration, staged rollout, monitoring and the analytics that tell you what a change actually did. The live-ops design itself, meaning what to run and when, is game design and it stays with your team.

No. Anyone answering yes should be asked to show you the rota, and most cannot. Cover is business hours against a documented escalation route. Monitoring runs continuously. People do not.

Tested on the handsets your players actually hold, with thermal and memory behaviour measured rather than assumed. Crash reporting will not show you a phone that gets hot and drains a battery, and that is the complaint that ends up in your reviews.

You do. Code, pipeline, infrastructure definitions and metric definitions all transfer, on terms agreed before work starts. A pipeline only the supplier can run is a dependency, and we would rather not sell you one.

Dive Into Our Insights

What our engineers have written up from work in this sector and the ones next to it.