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Make It Playable vs a freelance developer
A good HTML5 freelancer will build you a beautiful playable. The difficulty is never the first one — it is the fifth, the network that wants ES5, and the week they are on holiday.
| A freelance developer | Make It Playable | |
|---|---|---|
| Cost per unit | €800–3,000 | One credit — from roughly €4 per build |
| Turnaround | Three days to two weeks | Minutes |
| Availability | Their calendar, not yours | Always |
| Network specs | Learned per network, often the hard way | Encoded: file size, offline test, ES5 output, disclaimers |
| QA | Manual, or the network does it for you | Deterministic report attached to every build |
| Maintenance | Depends on them still being reachable | Every version stored, rebuildable |
| Bespoke mechanics | Anything you can describe | Strong within known mechanic families |
Where the other option is better
For a genuinely novel interaction — physics, 3D, a licensed character rig — hire the developer.
Freelancers are cheaper than agencies and slower than software. The economics turn once you want more than about three units a month.
Plenty of freelancers use the studio as a starting file and then hand-finish it. The export is plain HTML, CSS and JavaScript, so that works.
Keep the freelancer for the unusual brief. Stop paying them to re-implement the same tap-to-reveal for the fourth time.
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