App & Game Development
Native and cross-platform mobile apps, desktop apps, and games in Unity, Unreal and Godot, taken from prototype to store release. Whole studio teams or a single specialist placed on yours.
Apps and games built by people who ship them
Two disciplines under the same arrangement Apex Automation Team builds mobile and desktop applications and games, and staffs those disciplines for other people. You can commission a finished product, take a team that works alongside your own, or borrow one specialist such as a Unity developer, an iOS engineer, a 3D artist or a build engineer.
Mobile applications
- Native iOS in Swift and SwiftUI, and native Android in Kotlin with Jetpack Compose
- Cross-platform in React Native, Flutter, Expo, .NET MAUI or Capacitor, chosen on the requirement rather than on habit
- Offline first behaviour, local storage, background sync and conflict handling
- Authentication, roles, biometrics and secure token storage
- Payments, subscriptions and in-app purchase, with receipt validation on a server rather than on the device
- Push notifications, deep links and in-app messaging
- Maps, camera, media, Bluetooth and device sensor work
- Backends in Node, Python, Firebase or Supabase, with REST or GraphQL interfaces
Desktop and release
- Desktop builds in Electron, Tauri or native frameworks where a browser is not enough
- Build pipelines, code signing, versioning and staged rollout
- Internal and closed testing tracks before anything reaches the public
- Store listing preparation, screenshots, privacy and data disclosures, and age ratings
- Store review rejections handled, explained and resubmitted rather than guessed at
- Crash reporting, analytics, feature flags and remote configuration after launch
- Accessibility and platform guideline compliance, which is where most first submissions fail
Game development
- Unity, Unreal Engine and Godot for 2D and 3D, plus browser games in Phaser, PlayCanvas, Three.js and Babylon.js
- Prototypes and vertical slices, so the idea is proven before the budget is committed
- Gameplay programming, tools and editor extensions, and engine level work
- Physics, character controllers, behaviour trees and AI
- Multiplayer and netcode, matchmaking, save systems and cloud saves
- Level design, game design documentation and systems balancing
- Art pipelines: modelling, texturing, rigging, animation, visual effects, user interface and concept art
- Technical art and optimisation: draw call reduction, level of detail, texture atlasing, lightmapping and memory budgets
- Audio design, music and implementation
- Localisation and localisation testing
- Build engineering, version control for large binary projects, and continuous builds
- Quality assurance, certification requirements and store submission for mobile, desktop and console
- Monetisation, advertising, in-app purchase, analytics and live operations after launch
- Porting and performance work on games that already exist
How you can take it
You can take a finished product or a team A fixed scope build delivered and handed over with source and documentation. A team that works to your roadmap and your standup. Or individual specialists placed with you for as long as the work lasts, supervised by us so quality and cover stay our problem rather than yours.
Frequently asked
Do you build the whole game or only parts of it?
Both. We take complete builds from prototype to release, and we also take single pieces of a larger project such as gameplay systems, tools, art, animation, optimisation, build engineering or certification. If you already have a studio, we slot specialists into it rather than trying to replace it.
Which engine or framework will you use?
Whichever fits the product. Unity, Unreal or Godot for games, and native Swift or Kotlin against React Native or Flutter for apps. We will explain the trade-off in plain terms before anything is committed, because engine and framework choice is expensive to reverse later.
Can you get our app through store review?
We prepare the submission properly: listing, screenshots, privacy and data disclosures, age ratings, permissions and the guideline areas that cause most first-time rejections. If a rejection happens we read the actual reason, fix it and resubmit rather than guessing.
Can you take over an app or game that is already part built?
Yes. We audit the project and the repository, tell you what is salvageable, and give you a plan. Takeover work is normal for us and we would rather tell you honestly that something needs rebuilding than quietly charge you to prop it up.
Can we borrow one developer instead of commissioning a build?
Yes. A Unity developer, an iOS engineer, an artist, an animator or a build engineer can be placed on your team under your direction, while we keep supervision, quality and cover.