Flutter Mobile Development
iOS and Android applications from a single Flutter codebase, released in step, with the platform-specific work that cross-platform marketing usually leaves out.
- Flutter
- Dart
- Riverpod
- Bloc
- Firebase
- SQLite
- Fastlane
What this covers
Cross-platform application build
One Dart codebase producing both apps, with platform channels written where native access is genuinely required rather than pretending the abstraction is total.
Offline-first architecture
Local persistence, sync queues and conflict resolution for applications that must keep working on a train, in a basement or on a congested mobile network.
State management and testing
Predictable state with Riverpod or Bloc, covered by widget and integration tests so a refactor does not silently break a screen nobody opened during QA.
Store release engineering
Signing, provisioning, staged rollouts, crash reporting and the review-rejection cycle handled, so a release is a routine event rather than a two-day ordeal.
Performance tuning
Frame timing analysis, jank elimination, image and list optimisation, and startup time work measured on mid-range devices rather than flagship hardware.
What you receive
- Flutter codebase producing iOS and Android builds
- Store listings configured with signing and provisioning
- Widget and integration test coverage
- Crash reporting and analytics wired up
- Release runbook your team can follow without us
One codebase, two platforms, no pretending
Flutter genuinely removes most of the duplication between iOS and Android. It does not remove all of it, and engagements go badly when someone promises otherwise.
Permissions models differ. Background execution rules differ sharply. Push notification behaviour differs. Store review processes differ, and Appleās is stricter. We plan for that platform-specific work at the start rather than discovering it during the release week.
Offline is a requirement, not an edge case
Applications used by field staff, drivers, clinicians or anyone outside an office spend real time without connectivity. Treating that as an error state produces software people quietly stop using.
Offline-first means local writes succeed immediately, a sync queue drains when the network returns, and conflicts have a defined resolution rule decided by the business rather than by whichever write happened to arrive second.
Test on the devices your users have
Performance measured on current flagship hardware tells you almost nothing about the experience on a three-year-old mid-range Android phone, which is what a large share of users actually carry.
We profile on representative hardware, watch frame timings rather than impressions, and treat startup time as a feature. A list that stutters on scroll reads as broken regardless of what the benchmark says.
Releases should be boring
The first store submission is always the slowest. After that, the goal is a release process your own team can run: signing configured, Fastlane lanes scripted, staged rollout percentages agreed, and crash reporting in place so a bad build is caught at two percent rollout instead of a hundred.
Tell us what you are building.
Send the problem, the constraints and the deadline. You get a considered reply from an engineer, not a sales sequence.