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Custom app development consulting

I make apps for every screen, both native and on the web.

Magnate Interactive designs and builds native apps for iPhone, iPad, Mac, Apple Watch, Apple TV, and even Apple Vision Pro, plus web apps for marketing campaigns and live events. My first iPhone app, MASH, launched on the App Store in January 2009; a million people downloaded it in that first year.

Maker of MASH, SketchParty TV, Waypoint EDU, and StareMaster

Years shipping on the App Store
17
Downloads of MASH for iPhone in its first year
1M
No. of Apple platforms I build native apps for, plus the web
6
Countries where Apple featured SketchParty TV
20+

Services

Native Apple apps and web apps, from first sketch to launch day

Magnate Interactive. Matt Braun. One and the same. Yes, it's true that I design and build my own apps, end-to-end, mostly solo. But on projects for larger companies I bring in trusted collaborators and work with agency partners. I can tackle full builds alone, or work alongside your team, consulting for apps already in the App Store or creating event activations with immovable deadlines.

01

Apple platform apps

Native apps in Swift and SwiftUI for iPhone, iPad, Mac, Apple Watch, Apple TV, and Apple Vision Pro. Camera and AR features with ARKit and RealityKit, iMessage apps, in-app purchases and subscriptions, and every blocking friendly-reminder from App Review. I can also help you move your older Objective-C codebases to Swift while the app keeps shipping.

  • Swift
  • SwiftUI
  • UIKit
  • Objective-C
  • ARKit
  • RealityKit
  • StoreKit
  • Messages
Explore Apple platforms

02

Web applications

Full-stack web apps for marketing campaigns and live events: kiosk games, big-screen game shows, and the registration and lead capture behind them. When the idea calls for it, I build real-time 3D and WebXR that runs in the browser. And sometimes I've been known to ship native apps using web technologies (React Native), if you really want to.

  • TypeScript
  • Next.js
  • Full-stack
  • Kiosk mode
  • Real-time play
  • 3D and WebXR
  • Magic-link sign-in
  • CRM sync
See web work
  • Event and trade show tech

    Crowd-drawing kiosk games and booth activations, with lead capture that gets attendee details into your CRM.

  • AR, VR, and 3D

    ARKit and RealityKit on Apple devices, Unity on Meta Quest. My asset pipeline runs on Blender and Photoshop, with AI-assisted tooling over MCP.

  • Engineering advice

    Architecture, release process, and UX reviews for large companies and startups, from a developer who ships sophisticated apps of his own.

  • App Store strategy

    App Store optimization (ASO), launch planning, and localization. SketchParty TV ships in seven languages.

Apple platforms

I've shipped apps on every Apple platform

Modern Swift and SwiftUI apps for every device, from wrists to living rooms.
Choose a device to see an example of what I've built for it.

iOS

iPhone

This is where most projects start, with an app for iPhone. In my view, it's simply the best platform for apps, supporting 3D AR gaming experiences, world-class productivity solutions, and everything in between.

  • SwiftUI
  • RealityKit
  • ARKit
  • iMessage apps
  • StoreKit

iPadOS

iPad

Waypoint EDU turns a class outing into an AR scavenger hunt. Apple named it App of the Day and demonstrated it in hands-on labs for press and VIPs. I give iPad apps their own layouts, Apple Pencil support, and keyboard shortcuts.

  • ARKit
  • Apple Pencil
  • Multitasking
  • Keyboard shortcuts

tvOS

Apple TV

SketchParty TV is a drawing party game for the living room. Apple featured it at WWDC 2016 and in editorial collections in more than 20 countries. It ships in seven languages.

  • Focus engine
  • Siri Remote
  • Multiplayer
  • Localization

macOS

Mac

MASH launched on iPhone in 2009 and is now a native Mac app. I build for the Mac in SwiftUI and AppKit, with the menus, windows, and shortcuts Mac people expect.

  • SwiftUI
  • AppKit
  • Mac Catalyst
  • Menu bar apps

watchOS

Apple Watch

MASH runs on Apple Watch too. People look at a watch for a couple of seconds at a time, so I design watch apps around one glance and one tap.

  • SwiftUI
  • WidgetKit
  • Complications
  • Haptics

visionOS

Vision Pro

Floating windows, volumes, and immersive spaces built with Swift and SwiftUI. I created a prototype app for a museum using RealityKit, the same framework behind StareMaster's 3D opponents.

  • RealityKit
  • Reality Composer Pro
  • Volumes
  • Immersive spaces
.m

Still on Objective-C?

I move codebases to Swift one piece at a time, while releases keep going out.

Ask about a migration

Web applications

Web apps that know how to work a room

When you need to get an engaging experience in front of a crowd, fast, web apps are the way to go. Kiosk games, big-screen game shows, and registration flows for brands that need a crowd at the booth and clean leads afterward.

play.yourbrand.com/showdown

Recent work

A gameshow-style, two-team drawing and guessing game for a veterinary pharma client's expo booths, from LA to DC. I also built a registration signup flow with QR codes and magic links, so attendees' confirmed details are ready to go straight to the client's CRM.

  1. 01

    Scan

    Attendees scan a QR code at the booth, and provide their name and email address securely.

  2. 02

    Tap the link

    A magic link confirms their details and signs them in. Nothing to install and no password to forget.

  3. 03

    Play

    Teams go head to head on the big screen (in this case, on a 20' LED display wall).

  4. 04

    Sync

    Those verfied contact details and opt-ins land in your CRM.

  • Gamified campaigns

    Promotions, quizzes, and games that people pass along on their own.

  • Kiosk and big-screen games

    Touchscreens, TVs, and phones as controllers, built to run all day on a show floor.

  • Registration and lead capture

    QR check-in, magic links, and CRM integrations that keep the data clean.

  • 3D and WebXR

    Real-time 3D in the browser, plus AR and VR when the brief calls for it.

Client work

Apps and campaigns for household names

Apps for shoppers, health seekers, and motorcycle riders; games for tech conferences and 3D Augmented Reality in the browser; a global product launch in more than 30 languages. I've had the pleasure of working with some of the biggest national and international brands, often alongside collaborators and agency partners when the scope calls for a bigger team.

Global beverage brand

An AI camera for a global launch

A marketing activation for a worldwide product launch: the front end for AI image generation, and a camera app that runs in the phone's browser. It shipped in more than 30 languages.

Major retailer

Scan as you shop

I helped build the scan as you shop feature for a major retailer's mobile app, so customers can ring up items on their phone as they fill their cart in-store. I also worked on the front-end for an enhanced loyalty program, and more.

International motorcycle maker

A companion app for riders

I worked with a great team to help build new features for the companion mobile app for an international motorcycle maker and the people who ride its bikes. Incorporated third-party maps and music integration.

Enterprise software companies

Conference games and avatar creators

A series of activations for tech conferences, with games and avatar creators that attendees could personalize. They ran on the show floor and for people joining online.

National non-profit

Browser AR for a nutrition campaign

A marketing campaign for a national non-profit, built with WebXR so the augmented reality experience ran right in the phone's browser. It showed how good nutrition connects to learning and to the opportunities that follow.

Health tech startup

Blood glucose from a photo of the eye

An iPhone app for a startup working on non-invasive blood glucose monitoring. Instead of a finger prick, it took close-up photos of the eye to detect glucose levels. (This project inspired StareMaster.)

Own apps

I make and sell my own apps, too

I design, build, and support every Magnate app myself. Publishing my own apps since 2009 keeps me honest about what App Review, launch week, and the years of updates and customer support after it actually takes.

Featured at WWDC 2016

SketchParty TV

Apple TV, iPad, iPhone

The drawing party game for Apple TV. Featured by Apple in editorial collections in more than 20 countries, and localized into seven languages.

Visit sketchparty.tv
SketchParty TV artwork: a turtle drawn on an iPad, shown to a room of guessing players
1M downloads in year one

MASH

iPhone, iPad, Apple Watch, Mac

The original fortune-telling game for iPhone, launched in January 2009 and an early App Store Essential. Now a native Mac app.

Learn more
App of the Day

Waypoint EDU

iPhone, iPad

Educational AR scavenger hunts. Apple demonstrated it in hands-on labs with press and VIPs.

Learn more
Built with RealityKit

StareMaster

iPhone, iPad

A camera-based staring contest against 3D opponents. Blink and you lose.

Learn more
For contractors

ProofRoll

iPhone, iPad

Photo checklists, time tracking, before and afters, and reports, all done in the field.

Learn more
Party game

Truth Truth Lie

iMessage, iPhone, iPad

Two truths and a lie, recorded on video and played in Messages.

Learn more
Private beta

DocuHound

For accountants and lenders

Collects the documents accountants and lenders need from their clients, with MCP so you can talk to your data. Currently in private beta.

All apps

The full lineup, including Four in a Row and Tic Tac Toe Time Attack.

See every app

Engineering advisory

A second opinion from someone who ships

Large companies bring me in for architecture review and to help them get unstuck. Startups bring me in earlier, to help them decide what to build first and how to get it into the App Store.

  • Architecture review

    Honest assessment of patterns in your codebase and a clear plan for parts that slow your team down.

  • Release process

    CI, TestFlight/Firebase, phased rollouts, A/B testing, so shipping an update becomes routine.

  • App Store optimization

    Screenshots, keywords, and product page copy, plus a plan for ratings/reviews and possible featuring.

  • UX and HIG review

    A pass against Apple's Human Interface Guidelines and the patterns your users already expect.

How I work

How a project comes together

Short feedback loops and builds in your hands early, so you always know what's done and what comes next.

  1. 01

    Talk it over

    A call about what you're making, who it's for, and when it has to ship. You get a straight read on scope, budget, and who should be on the project, even if I'm not the right fit.

  2. 02

    Plan & prototype

    Something you can tap or play early on, so the big decisions get made on real screens.

  3. 03

    Build

    Regular TestFlight builds and staging links. You watch the app come together on your own phone, with frequent updates.

  4. 04

    Launch and beyond

    App Store submission, launch day monitoring, and the updates that follow.

Ways to work with me

  • Full builds

    End-to-end design, engineering, and launch, from the first sketch or wireframe to the App Store or the show floor.

  • Alongside your team

    Forward-deployed senior Apple and web developer that joins your standups and helps your team ship faster.

  • Consulting and code reviews

    Architecture, code quality, release readiness, and advice when you want a second set of eyes.

  • Event and campaign activations

    Games and sign-up flows for a global product launch, a national tour, or a single trade show.

Start a project

Tell me what you're building.

I can help solve your problems and get you where you're going faster. Providing solutions for event technology, high-end marketing campaigns, and native Apple apps. Send a few lines about the project and your timeline, and I'll set up a call.

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