Our Clients

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You’re probably here for one of three reasons: a new iPhone or iPad title that needs full-cycle production, a stalled internal build that needs co-development, or an existing live game that needs an iOS port and ongoing LiveOps. Juego’s iOS game development services map to all three, with senior Swift and Unity teams, App Store Connect specialists, and producers who run sprints in your timezone.

Every project starts with a scoping phase before build sprints begin, with a single-producer point of contact throughout. The result is predictable timelines, clean App Store submissions, and a game that holds its player base past the first week.

iOS Game Development Services We Offer

iOS Game Development Services We Offer1
Full-cycle iOS Game Development

Full-cycle iOS Game Development

Managing separate art, dev, and QA vendors creates handoff gaps and accountability issues. One iOS production team handles the full pipeline — GDD, Swift/Unity/Unreal builds, art, QA, and App Store submission — under a single production lead.

App Store & Apple Arcade Submission

App Store & Apple Arcade Submission

App Store rejections can push your launch back by weeks. The team audits App Store guidelines and configures ATT prompts, age rating, metadata, screenshots, and TestFlight cohorts before submission, plus Apple Arcade compliance for studios targeting subscription distribution.

iPhone & iPad UI/UX Design

iPhone & iPad UI/UX Design

UI that feels ported rather than native drives down retention. Layouts follow Apple’s Human Interface Guidelines, with Dynamic Island, Live Activities, and one-handed safe zones handled across iPhone, iPad, and Apple Silicon Mac.

iOS Game Development Services We Offer1
iOS Game Development Services We Offer2
iOS Game Development Services We Offer2
Performance-Ready iOS Game Art

Performance-Ready iOS Game Art

Frame-rate problems from art assets are expensive to catch mid-production. 2D and 3D assets are scoped to Metal’s draw-call and texture-memory budgets, so your game holds 60 FPS from iPhone 12 through iPad Pro M4.

iPhone, iPad & M-series Mac Optimization

iPhone, iPad & M-series Mac Optimization

Shipping one unoptimized build across device families leads to frame drops and battery complaints. ProMotion 120 Hz, Dynamic Type, controller support, and battery-aware framerate scaling are configured separately for iPhone, iPad, and Apple Silicon Macs.

Post-Launch LiveOps & Monetization

Post-Launch LiveOps & Monetization

Without a post-launch plan, retention and revenue fall fast. Crash monitoring, Firebase / RevenueCat analytics, StoreKit 2 IAP A/B tests, and seasonal content drops run on a sprint cadence — the Producer reports weekly KPIs to your stakeholders.

How We Work With You

Full-Cycle iOS Development

Hand off the brief and Juego will handle GDD, design, engineering, QA, and App Store submission under one roof. Every stage runs against your timeline and requirements scoped at kickoff.
Best for: Publishers and founders with an iOS concept but no in-house team, or studios with fixed launch windows.

Co-Development

Juego’s iOS engineers and designers work inside your existing pipeline, sprint cadence, and toolchain. Code follows your version control, architecture standards, and Xcode or Unity project structure from day one.
Best for: Studios scaling output on an active iOS project without giving up creative or technical control.

Team & Staff Augmentation

A dedicated group of iOS specialists works exclusively on your projects long-term, building deep familiarity with your codebase and release cadence. Individual engineers, artists, or QA specialists can also slot in where the gap is most acute.
Best for: Multiple iOS productions running in parallel, or targeted skill gaps that do not justify a full internal hire.

About US

team

10+

Years in Market

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50+

Clients

team

200+

Projects

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250+

Team

One of the Most Trusted Game Development Studios

Amazon-logo

Well, I signed up to work with Juego Studio for a project and they really exceeded my expectations. The project was delivered on time, with no hiccups whatsoever. They are talented and professional game developers who get the job done without fail. I cannot recommend them enough!

Sam Anthony Gilfred

Sr. Project Manager
Amazon

Wicked-logo

I was very pleased with the quality of the work we received for our project. They were delivered on time and with very minimal feedback from our team. Juego Studios is good company to work and will be looking to them for our future projects!

Paul Skinner

Director
Wicked Witch Studios

united-airlines-logo

Satisfying yet extremely accommodating software development studios in India, the team at Juego Studios are excellent partners to work with all thanks to the work ethic laid down. Had a wonderful time working with team who was always well versed with technicalities and precise with timelines, deliverables and project planning. Would love to recommend Juego to anyone without hesitation!

Jonathan Fitzgibbons

Project Manager
United-Airlines

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It's safe to say that most regular human beings would be shocked and daunted at the idea of having to do a high quality game for iOS and Android, within a deadline of few months. I can honestly say that this work not the case with Juego Studios. They responded reactively, calmly and productively, and ended up delivering a game that both myself, the LatAm team, and users, were very happy with. There is a calm and experienced professionalism to the Juego team, and I would not hesitate to use them again.

Josh Saunders

Senior Director,
Innovation (Warner- Group)

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It was great working with Juego Studios on our gaming application. We truly appreciate the team’s efforts & their commitment to the project.

Mohammad Parham Al Awadhi

Vice President,
Group IT – Emirates NBD

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We partnered with Juego Studios for the development of Munna Michael, a Bollywood based game & they did a terrific job. Our main concern was to develop a good game within specific timelines and they delivered a quality product. They also help us with theme/event-based updates on a regular basis.

Vaibhavi Parikh

General Manager,
Erosnow Games

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The Juego Studios team was instrumental in developing one of our recent apps. We were able to supplement our small development team with several more developers that worked on front and backend features. They filled gaps wherever necessary and accelerated our time to market. After release, they continued to help us with new features and bug fixes. I would work again with them if needed.

Robert Baily

Director of Application Programming
JumpStart Games

ieee-logo

I want to reach out Juego Team and thank you for all the great work on the SSCS mobile application. Its been a pleasure working with Juego Studios on this project and looking forward to partnering with team again in the future.

Mathew Butler

Mobile Center of Excellence,
IEEE

Why Choose our iOS game development company

Native Swift + Engine Hybrid Teams

Native Swift + Engine Hybrid Teams

Choose between native Swift/SwiftUI builds for Apple-first titles or Unity/Unreal builds wrapped with Swift bridges for cross-platform pipelines. Your producer runs both, so engine choice never delays the roadmap.

Buyer-Aligned Production Model

Buyer-Aligned Production Model

Every project starts with a paid two-week scoping sprint that ends in a Game Design Document (GDD), risk register, and fixed-bid OR T&M proposal. We commit before development starts, which is why Producers and CTOs sign multi-title contracts.

First-Pass App Store Approvals

First-Pass App Store Approvals

Titles clear App Store review on the first submission. That means your launch date holds — no 1–2 week rejection cycles eating into your marketing window or forcing a last-minute hotfix under pressure.

Apple-Native Tech Stack

Apple-Native Tech Stack

Metal renderer for sub-16ms frametimes, ARKit for AR mechanics, Game Center for social, StoreKit 2 for IAP and SwiftUI for native UI, paired with Unity 6 / Unreal 5 expertise when the IP needs cross-platform parity.

Fits Your Dev Stack

Fits Your Dev Stack

Drop-in to the studio’s source control (GitHub, GitLab, Perforce), CI (Bitrise, Xcode Cloud, Jenkins), and PM tools (Jira, ClickUp, Linear). Code conventions, architecture and review process match your existing team; no rip-and-replace.

Post-Launch LiveOps & Telemetry

Post-Launch LiveOps & Telemetry

Weekly LiveOps cadence with Firebase Crashlytics, RevenueCat, Adjust, and custom Looker dashboards. Producer reports retention, ARPDAU, crash-free session % and App Store star trend back to your stakeholders every Monday.

Case Studies

Medals Of War

Medals of War is a strategy game with a military theme. Players command their own armies using different types of troops and compete against one another in PvP battles. The game achieved 10M+ Downloads on the play stores.

Engagement Model: Full-Cycle Game Development + LiveOps

Platform Platform: iOS
Technology Game Engine: Unity 3D
Genre Genre: Real Time Strategy
Technology Art: 3D

School of Dragons

School of Dragons is set in the world of How to Train Your Dragon, one of the most globally recognizable animated franchises, with 10M+ global downloads. The game lets players train dragons, explore iconic Viking islands, and undertake quests with characters from the movie series.

Engagement Model: Co-Development + LiveOps

Platform Platform: iOS
Technology Game Engine: Unity3D
Genre Genre: MMORPG / RPG Adventure
Technology Art: 3D

Alnahsha Run

Alnahsha Run is a culturally inspired casual runner game developed for mobile platforms, featuring a distinct Saudi Arabian theme. The game has acquired 5M+ downloads so far.

Engagement Model: Full-Cycle Game Development + LiveOps

Platform Platform: iOS
Technology Game Engine: Unity3D
Genre Genre: Endless Runner
Technology Art: Stylized 3D

Our iOS Game Development Process

1

Scoping & GDD

A two-week paid sprint that produces the GDD, technical architecture, monetization plan, milestone schedule and fixed-bid OR T&M estimate. You get a go/no-go decision point before a line of production code is written.

2

iOS Art & Performance Budget

2D and 3D assets are sized to Metal’s draw-call, texture-memory, and shader-complexity budgets, with concept art, character sheets, and environment passes locked before code begins — so frame-rate fixes don’t surface as sprint blockers.

3

Sprint-Driven iOS Build

Two-week sprints with playable TestFlight builds at the end of each, regular demos with the Producer, and continuous merge into a release branch, so the game is shippable at any milestone.

4

iOS Device-Lab QA

Functional, performance, battery, network and edge-case testing on a physical lab covering the last three iPhone generations, iPad mini through iPad Pro, and Apple Silicon Macs. Crash-free session target ≥99%.

5

App Store Submission & Review

App Store Connect setup, age rating, ATT prompts, IDFA review, screenshots, app preview videos, and reviewer notes are prepared before the build goes in. A 72-hour internal review runs against the live App Store Review Guidelines, so Apple’s team isn’t the first to find an issue.

6

LiveOps, Telemetry & Roadmap

Crash-rate, retention, ARPDAU, conversion-to-IAP, and App Store star tracking across sprint-based content drops, monetization A/B tests, and seasonal events, so your game grows after launch, not just at it.

The team you work with

Producer

Your Producer owns the full iOS engagement, aligning creative direction, technical scope, and milestone decisions with your roadmap. One point of contact from scoping through launch.

Associate Producer

Keeps your internal team in sync with ours. They track deliverables inside your PM tools, surface risks early, and make sure nothing waits on a handoff.

Game Designers

Turn your brief into iOS mechanics and player flows validated against Apple’s Human Interface Guidelines. They work directly with your team on core gameplay, features, and narrative structure.

iOS Game Developers

Swift, Unity, and Unreal engineers who specialize in iOS performance — framerate budgeting, memory management, and App Store submissions. They slot into your existing stack and branch strategy.

QA Engineers

Test across a physical device lab covering the last three iPhone generations, iPad mini through iPad Pro, and Apple Silicon Macs. Every build hits crash-free session and framerate targets before it ships.

Artists

2D/3D artists and concept designers scoped to Metal’s texture-memory and draw-call budgets from day one. They align with your art direction and optimize across device families without a separate pipeline.

Frequently Asked Questions

Most engagements start with a paid two-week scoping sprint. The output is a Game Design Document, technical architecture, risk register, monetization plan, and a fixed-bid or T&M proposal. After that, build sprints can begin within seven business days. Buyers who already have a GDD can skip scoping and start with a technical-only review.

Yes. Co-development engagements drop the team into your GitHub / GitLab / Perforce, your CI (Xcode Cloud, Bitrise, Jenkins), your PM tool (Jira, Linear, ClickUp) and your Slack / Teams. Code conventions, branching strategy and review process match your existing team; no parallel pipeline.

Compliance is checked twice: once during the architecture phase (App Tracking Transparency, IDFA usage, IAP types, age rating, restricted APIs, accessibility) and once 72 hours before submission with an internal review against the live App Store Review Guidelines. Reviewer notes, screenshots and app preview videos ship with every submission to reduce back-and-forth.

As an iPhone and iPad game development company, the default target is 60 FPS sustained on the last three iPhone generations and iPad mini through iPad Pro. ProMotion 120 Hz is enabled where the buyer’s gameplay benefits. Performance is enforced via in-engine profilers (Xcode Instruments, Unity Profiler, Unreal Insights) and tracked as a sprint exit criterion.

The buyer owns 100% of the source code, art assets, and IP. NDAs are signed before scoping, and a clean source-code handover (with build instructions, third-party licence inventory, and a README for your in-house team) is part of every milestone.

A vertical slice runs 8–12 weeks. A casual or hyper-casual full title runs 4–6 months. Mid-core titles (RPG, strategy, simulation) run 9–18 months. Co-development engagements that augment an existing team start delivering within two sprints. Exact timelines come out of the scoping phase, not before.

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