iOS applications · Swift

iOS app developer

I design and build native iPhone and iPad applications in Swift and SwiftUI, through to App Store release. Interfaces that respond to the touch, follow the platform's conventions and pass Apple's review.

  • Swift
  • SwiftUI
  • UIKit
  • App Store

Services

What I build

  • Custom applications

    Your idea turned into a native app, designed for the iPhone rather than adapted to it. Clean architecture, maintainable code, and a base you can keep building on.

  • App Store release

    Store listing, screenshots, privacy policy, data collection declarations, Apple review. The part many discover too late, and which blocks more projects than the code does.

  • Takeover and maintenance

    An existing app to evolve, to bring up to recent iOS, or to rescue after a contractor left. I audit first, and tell you honestly whether taking it over is sensible.

  • Prototype and validation

    A working version stripped to the essentials, to test the idea with real users before committing the full budget. Often a project's best investment.

Method

How a project runs

  1. Scoping

    What the app must do, for whom, and above all what it will not do. A first version that tries to cover everything never ships.

  2. Mockups

    Screens approved before development. Moving a button on a mockup costs a minute; moving it in code costs a hundred.

  3. Build and testing

    Intermediate builds delivered through TestFlight, installed on your own iPhone so you follow progress and react early.

  4. Release

    App Store submission, review, launch. Then the first weeks of follow-up, when the real feedback arrives.

The technical choice

Why native rather than a cross-platform framework

A hybrid app is written once for iOS and Android, which always looks cheaper up front. Sometimes it is the right call — and I say so when it is. But the bill arrives elsewhere: animations that catch, components that do not quite match the system, late access to new iOS features, and debugging through an extra layer of abstraction.

Native costs more to cover two platforms, and gives you an app users cannot tell apart from Apple's own. The right trade-off depends on your project, your budget and your audience. We discuss it before deciding, not after.

FAQ

Frequently asked questions

How much does an iOS app cost?
The range is wide: a local app with no user accounts and a server-connected app with authentication and payments are not comparable. I provide a written quote once I understand the need.
Do I need an Apple Developer account?
Yes, in your company's name, and it carries an annual fee. You must be the one holding it: an app published under a contractor's account leaves you dependent on them. I help you set it up.
How long until launch?
Development runs from a few weeks to several months depending on scope. Add Apple's review on top, usually twenty-four to forty-eight hours, sometimes longer if a rejection needs fixing.
Do you build the Android version too?
I build natively on iOS. For Android we look at it together: depending on the project, a second native version or a shared foundation may make more sense. I advise you without selling you something I would not build.
What if Apple rejects the app?
Rejections happen, and they get fixed: it is almost always one specific point of Apple's guidelines. I handle the exchanges with the review team and the corrections, included in the release.

Got an app in mind?

Tell me the idea and who it is for. I reply with a first technical opinion, frankly — including if native is not the right choice.