1โ3: Proof they can build your game
Ask for shipped games, not concept art. A portfolio of live store links beats a showreel โ install two or three and judge the quality yourself. Ask what's similar to yours: a studio brilliant at hyper-casual may struggle with a mid-core RPG; genre experience shortens everything. Ask who exactly will work on your project โ the team you meet in the sales call is not always the team that writes the code.
4โ6: The contract questions that save you later
Source-code ownership is the big one: you should own 100% of the code, art, and store accounts, delivered in a repository you control from day one โ anything less makes you hostage to the studio. Ask how change requests are priced before signing; scope always evolves, and the difference between a fair change process and hourly-rate ambush is enormous. Ask about the NDA and IP assignment โ a professional studio offers both without being asked.
7โ8: Process and communication
Ask to see their milestone structure. Good studios work in visible increments โ playable builds at regular intervals, not a big reveal at the end. You want to be testing an APK on your own phone within the first weeks. Ask who your point of contact is and how often you'll hear from them. A dedicated project manager and a weekly build-plus-status rhythm is the standard you should expect; "we'll update you when there's news" is a red flag.
9โ10: Money and honesty
Get a fixed quote against a written scope โ vague estimates become vague invoices. Compare quotes on scope coverage, not just the bottom line: the cheapest bid that excludes testing, store submission, and post-launch fixes isn't the cheapest bid. Finally, ask what could go wrong. A studio that names real risks (scope creep, store review delays, device fragmentation) is being honest with you; a studio that promises everything will be smooth is telling you what you want to hear.
The red flags in one list
No live shipped games. Won't give you the source repository. No fixed milestones or playable builds. Prices that can't be tied to a written scope. Communication that slows down after the deposit. And pressure to sign fast โ good studios are busy, not desperate. If you want to see how we answer these ten questions ourselves, ask us โ we'll put every answer in writing with your quote.
Related: Outsource game development ยท Co-development & rescue ยท Game cost guide
Quick answers โ
How much does it cost to hire a game development studio?
Focused MVPs and hyper-casual games start around $1,000โ$5,000; full-featured mobile games typically run $3,000โ$30,000+ depending on scope, art, and platforms. Always compare fixed quotes against a written scope.
Should I own the source code of my game?
Yes โ 100% of it, in a repository you control from the start, along with the art and the store accounts. Anything less makes switching studios or maintaining the game later far harder and more expensive.
What's the biggest red flag when choosing a studio?
No shipped games you can actually install and play. Concept art and tech demos are easy; live titles with reviews are proof. After that: refusing source-code ownership and having no milestone-based delivery process.
Put us through the ten questions ๐ฏ
We'll answer every one in writing โ portfolio links, ownership terms, milestones, and a fixed quote โ within 48 hours.