The document provides tips and advice for iPhone game development from the perspective of Joash the Geek. Some of the key points mentioned include:
- Joash's background and interest in programming from a young age using Apple IIe and various languages like Basic and Pascal.
- Suggestions for iPhone game development include assuming developers are smart and resourceful, learning from conferences like WWDC but avoiding being too condensed, and gaining insights from experience and research.
- Other advice covers minimizing development time spent and maximizing the time spent on iterations, as well as the importance of planning, production, gathering feedback, and balancing long term and short term goals.
10. Geekcamp SG Gameplan
• assume geeks are smart, resourceful
• not be stupid and condense WWDC
11. Geekcamp SG Gameplan
• assume geeks are smart, resourceful
• not be stupid and condense WWDC
• insights from experience, research
12. Geekcamp SG Gameplan
• assume geeks are smart, resourceful
• not be stupid and condense WWDC
• insights from experience, research
• minimized uptime, maximized cycles
13. Beginning From The End
...tried different rendering methologies over a
year before a full circle to the BSP trees used for
DOOM - Michael Abrash, development for
QUAKE
...if they’d known exactly what they were
making before they started, the engine would
have taken less than two months to write -
John Carmack (DOOM) to Abrash
14. 5 Quickstart Qns
• Who wants to make an iPhone game?
• Why do you want to make...?
• What do you want to make...?
• Where do you want to make...?
• When do you want to make...?
27. Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
• Collaborate, barter
28. Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
• Collaborate, barter
• Spot and pitch to investors
29. Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
• Collaborate, barter
• Spot and pitch to investors
• eg. FutureGames
34. Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
• Innovation is marketable creativity
35. Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
• Innovation is marketable creativity
• Watch out for feature creep
36. Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
• Innovation is marketable creativity
• Watch out for feature creep
• Be a gamer!
41. Design
• Clear communication is important
• Inventory of assets required
• Be open to creative input
• Feedback for interaction
42. Design
• Clear communication is important
• Inventory of assets required
• Be open to creative input
• Feedback for interaction
• Do not forget audio!
46. Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
47. Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
• Watch out for feature creep
48. Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
• Watch out for feature creep
• Digest feedback and iterate
49. Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
• Watch out for feature creep
• Digest feedback and iterate
• That’s not a bug, it’s a feature
56. Apple Approval
• over 40 full-time app reviewers
• at least 2 for each app
• senior review board meets weekly
• 95% of apps approved in 14 days
• 8,500 new & updated apps a week
• roughly 20% gets rejected
80. while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
• business plan
81. while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
• business plan
• gather resources (IDGT, SAE, etc)
82. while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
• business plan
• gather resources (IDGT, SAE, etc)
• RSS Feeds of relevant sites
83. while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
• business plan
• gather resources (IDGT, SAE, etc)
• RSS Feeds of relevant sites
• Google, Bing, Yahoo...
87. while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
• Polish your eyecatches (icons, splash)
88. while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
• Polish your eyecatches (icons, splash)
• Passion for your U.S.P.
89. while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
• Polish your eyecatches (icons, splash)
• Passion for your U.S.P.
• Carefully planned release (lite, offers)
90. while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
• Polish your eyecatches (icons, splash)
• Passion for your U.S.P.
• Carefully planned release (lite, offers)
• Leverage channel partners