Freelancer, studio or done-for-you: which should you hire?
| Freelancer | Game studio | Done-for-you (DFY Games) | |
|---|---|---|---|
| Typical price | Hourly, about $25 to $150 | $15,000 to $150,000+ for casual games | Fixed: $499, $1,299 or $2,999 |
| Who manages the project | You | The studio, with your direction | We do; you approve the blueprint and checkpoints |
| Best for | Filling one specific gap | Large, complex or long-running games | A focused game you want finished and launched |
| Watch out for | Art, QA, store work and coordination land on you | Budgets that grow with scope changes | Big multi-system ideas need Advanced or a custom quote |
Sources: [S18]: Innovecs Games, How Much Does Mobile Game Development Cost in 2026? (opens in a new tab)
Commissioning a project, hiring an employee or adding staff
"Hiring a developer" can mean three different arrangements, and they carry different obligations. Commissioning a fixed-scope project buys a finished result. Hiring an employee buys a person's time on an ongoing basis. Staff augmentation rents developers from an agency to work inside your own team.
| Fixed-scope project | Employee | Staff augmentation | |
|---|---|---|---|
| What you pay for | A defined game at an agreed price | Salary, plus benefits, equipment and payroll costs where you are based | A monthly or hourly rate per developer, paid to the agency |
| Who manages the work | The builder, against a written scope | You: hiring, daily direction, reviews | You direct the work; the agency handles employment |
| Ongoing commitment | Ends at delivery; later work is a new quote | Continues until either side ends the employment, under local law | Runs for the contract term; usually easier to scale down |
| Equity and benefits | None | Often expected at a startup, alongside paid leave and other benefits | None; the agency employs the developer |
| Who covers art, QA and store work | Included where the scope says so | Only if you hire for those skills too | Only if you rent those roles too |
| Fits when | You want one focused game finished | Games are your ongoing business and you can lead a team | You already run a team and need more hands for a period |
If you are building a studio, hiring is the right path and the checklist below still helps you judge candidates. If you want one game made, a fixed-scope project avoids salary, management and equity questions altogether.
Before you contact a developer: write a one-page brief
- The core loop in one sentence: what the player does again and again.
- Who it is for: commuters, kids, puzzle fans, sports fans.
- Two or three reference games and what you like about each.
- The screens you need and the ones you can live without.
- How it makes money: ads, purchases or both.
- Your budget and the date you want it in the stores.
A clear brief gets you comparable quotes. The game idea quiz can draft the concept, name and monetization plan for you.
Questions to ask before you hire
- Can I play builds of games you have made, not just watch videos?
- What exactly is in the scope, and what is excluded?
- When will I play the first version, and how often after that?
- How many revision rounds are included, and what counts as a change of scope?
- Who sets up ads and in-app purchases, and do you test them?
- Do you prepare the store listing, screenshots and privacy forms?
- Who owns the code, art and files when the project ends?
- Whose developer accounts will the game be published under?
Red flags when hiring a game developer
- No written scope, or a scope that only says "a game like X".
- No playable checkpoints until the very end.
- Vague answers about who owns the finished files.
- Publishing under the developer's store account instead of yours.
- Guaranteed downloads, revenue or store approval: nobody controls those.
How to compare two proposals
Send every developer the same brief, then line their answers up. A cheaper proposal that leaves out store submission or QA is not cheaper. The mobile game brief template gives you one brief to send to everyone.
| Compare | What a clear proposal states |
|---|---|
| Scope | The mechanic, modes, levels or content, and what is excluded |
| Checkpoints | When you play a build, and what each build should show |
| Acceptance | How you decide a checkpoint is done, and what a revision covers |
| Store work | Who prepares the listing, privacy forms and the submission |
| Ownership | Which files and assets you receive, and when |
| After launch | Bug-fix window, updates and who pays for them |
Reference checks before you sign
- Play at least one build the developer made, on your own phone
- Ask who will do the art, code and QA on your project
- Read the payment schedule and the refund terms
- Check that the store accounts will be in your name
Ready to compare scopes? The game types we build each list a package and a written blueprint. If you are weighing a template against a custom build, game template, custom build or done-for-you package compares the routes, and how long a mobile game takes to launch separates build time from store review.
How to protect your game idea
Ideas are rarely stolen, but terms matter. Ask for a confidentiality agreement before sharing details, make sure the contract assigns the commissioned work to you after payment, and keep the Apple and Google developer accounts in your own name.
At DFY Games you receive the game files and the original assets made for your project after full payment, and the developer accounts stay yours. See how it works.
Frequently asked questions
How much does it cost to hire a mobile game developer?
Freelance and contract developers charge roughly $25 to $150 an hour depending on region and seniority; a studio-built casual game usually costs $15,000 to $150,000. DFY Games builds a focused game at a fixed price from $499.
Should I hire a freelancer or a studio to make my game?
Hire a freelancer to fill one specific gap in a team you already run, and a studio or done-for-you service when you want someone else to deliver the whole game, from design to store submission.
Can I pay someone to make a game from my idea?
Yes. Studios and done-for-you services build games from a client's idea; DFY Games turns a clear concept into a submission-ready iOS and Android game, starting with a written blueprint.
Who owns the game when I hire a developer?
Whoever the contract says. Make sure it assigns the commissioned code and art to you after payment; at DFY Games you receive the files and original assets after full payment.
How long does it take a developer to build a mobile game?
A simple casual game takes a studio about 4-8 weeks and a casual game with progression 4-7 months. DFY Games targets a submission-ready Core build in 10 business days.
Sources
- [S18] Innovecs Games, How Much Does Mobile Game Development Cost in 2026?
Written and reviewed by the DFY Games team. Published ; facts checked . Prices and store rules change: check the linked sources before you rely on a figure.