Ridgefield Services Limited Ridgefield Services Ltd
A sprint board pinned on a workshop bench in a night-lit studio, one carmine string crossing the abstract cards

Our approach

How we scope, build and hand over software

Clients rarely ask us to explain our process. They ask what happens after they send an email — and when they will see something they can click. This page answers that.

A two-week sprint, from scope to a build you can open Start with a scope conversation

The first conversation

Three answers before we write a line of scope

We want three things from a first call: what the software has to do, who will use it, and what it has to connect to. If you know your timeline and your budget range, that helps too. If you do not, we can work it out — but a scope is harder to write honestly without the first three.

We will also ask what you have already tried. A failed previous build, an abandoned spreadsheet or a tool nobody uses tells us far more about the real requirements than a feature list does. Most of our desktop application work starts in that conversation.

What we ask for
01 What it has to do —
02 Who will use it —
03 What it connects to —
04 Timeline and budget range (if known) —
05 What you already tried —

One call is usually enough to tell whether the work is worth scoping properly. If it is not, we will tell you that on the call.

The scope document

A written scope before any estimate

You get a written scope before any estimate. It states what the software does, what it deliberately does not do, what it integrates with, and what each milestone delivers.

The does not do section is the one that saves money later. It is the cheapest place to remove a feature that would have cost ten times more to remove in month three.

Pull the drawer — the frameworks we actually ship with
Framework condition strip
.NET desktop apps
C# core language
Unity PC games
Unreal 5 3D games
Construct 3 2D games
Godot small games
Sprints and issue tracking

Two-week sprints, and a tracker you can read

Build work runs in agile sprints, usually two weeks. You get access to the issue tracker — you can see the backlog, what is in progress and what is blocked, rather than a summary written at the end of the month.

The tracker is not a formality. When a client can watch a task move from in progress to done, questions get asked earlier — and earlier questions are cheaper than later ones. It also makes the handover document easier to write, because the reasoning is already recorded rather than remembered.

A typical sprint, in the tracker Day 1–10
Sprint plan written from the scope's must-have list Day 1
Build ticket in progress — integration with the client's existing system Day 3
Blocked ticket is flagged, question posted to the tracker thread Day 5
Feature moved to done with a staging build for you to click Day 8
Sprint review, next sprint planned from the live backlog Day 10

Not every week looks like this one — but the shape is the point. You see movement and blocks as they happen, not when a report is written.

Milestones you can use

A build that opens beats a percentage

Milestones are demonstrable wherever possible. For a desktop application that means a staging build you can install and click through. For a game it means a playable build with the core loop running — even if the art is placeholder.

A progress percentage tells you almost nothing. A build that opens and does two of the five agreed things tells you exactly where you actually are. That is what we hand over at the end of a milestone: something you can open, not a slide.

What a milestone includes
  • A staging or playable build you can install and test
  • Release notes written in plain English, not changelog notation
  • A short list of what did not get done, and why
  • The next milestone's scope section, so you can sign it off early
Early access, in both senses

Early builds, whether or not there is a storefront

For games, Early Access is a release decision we talk through before the build plan is fixed — it changes what a milestone has to contain. For business software, we use the same principle without the storefront.

Backlog
PL Sprint plan —
SC Scope re-read —
MP Milestone prep —
In build
DB Database layer 4d
UI Permissions screen 2d
EX Export to existing system 6d
In review
RP Reporting pass 1d
SC Security notes 2d
Shipping
ST Staging build shipped
PL Playable loop shipped

A live build has to be stable enough for players, and clear about what is coming next. It suits systemic, replayable games and it hurts narrative ones — we will say which of those yours looks like.

Change requests and honesty about them

Scope changes, priced while the decision is still yours

Scope changes. The useful question is not how to prevent them but how to price them. We handle changes as documented items with a stated effect on the schedule, so you can decide whether the change is worth the delay while the decision still belongs to you.

If a change is small and the sprint has room, it just happens and gets logged. If it is significant, it gets its own estimate. We do not treat every change request as a negotiation, and we do not quietly absorb them until the deadline suffers.

Handover

We build it, then we hand you the source

Handover means source code, build instructions, and a written record of the decisions that would otherwise be rediscovered the hard way. For desktop applications that includes deployment notes and third-party licence terms. For games it includes project files, asset pipeline notes and a reproducible build.

We do not require an ongoing contract to release the code. Maintenance arrangements are available and many clients take them — but a project that only works while we are attached to it is not a finished project.

What is handed over
  • Source code and repositories
  • Build instructions you can reproduce
  • A written decision record from the sprints
  • Deployment notes and third-party licence terms
  • Project files and asset pipeline notes for games
After launch

Software that ships and is then kept working

Software that ships and then gets ignored decays. Users change, integrations break, Windows updates arrive. We offer support and small-change arrangements so the application keeps working — and we are blunt when a request would be better solved by changing a process than by adding a feature.

For games, post-launch work is usually bug fixes, a content update or a mod support pass. Those are ordinary engagements, and they start from the same scope document as the original build.

Questions we get before a project starts
Do you charge for the initial scope?

It depends on how much work is needed to write one honestly. A short tool with one user group can be scoped quickly. A project with several integrations and permission levels takes real analysis — and we will say so before starting, not after.

How much involvement do you need from us?

A named person who can answer questions during the build. Projects slow down when decisions queue up, and the queue is usually the client's team, not ours. A weekly call or an active issue tracker thread is normally enough.

What happens if the deadline slips?

You hear it from us before the deadline, not after. Sprints make that visible early, which is a large part of why we use them. If a milestone is going to move, we bring the reason and the new date together.

Can we take the code and maintain it ourselves?

Yes. Handover includes source, build instructions and decision notes, and there is no contract requirement to keep working with us. Some clients stay for support and later phases; some take it in-house. Both are normal outcomes.

Start the conversation

Send the email. We will tell you if the scope can be honest.

The first call is free and the agenda is short: what the software has to do, who will use it, what it connects to. If we cannot scope it honestly, we will say so.

Or write to [email protected] — we reply from Woodley, Reading, Monday to Friday.