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*.hack.yourself
iPhone Game Development
Joash the Geek
Joash the Geek


• 1st computer - Apple IIe
Joash the Geek


• 1st computer - Apple IIe
• Started programming - Sec 2 (Basic)
Joash the Geek


• 1st computer - Apple IIe
• Started programming - Sec 2 (Basic)
• 1st hack - School Computer Lab
Joash the Geek


• 1st computer - Apple IIe
• Started programming - Sec 2 (Basic)
• 1st hack - School Computer Lab
• Preferred language - Pascal
1st Worldwide App




Has not been updated since late 2008
Geekcamp SG Gameplan
Geekcamp SG Gameplan


• assume geeks are smart, resourceful
Geekcamp SG Gameplan


• assume geeks are smart, resourceful
• not be stupid and condense WWDC
Geekcamp SG Gameplan


• assume geeks are smart, resourceful
• not be stupid and condense WWDC
• insights from experience, research
Geekcamp SG Gameplan


• assume geeks are smart, resourceful
• not be stupid and condense WWDC
• insights from experience, research
• minimized uptime, maximized cycles
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
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...?
Who - Components



 Thinkers    Engineers




 Artists    Implementors
Why - Drivers



Experience   Passion




  Profit      Publicity
What - Interfaces
• 19 Game categories in App Store
• 1 Entertainment category
Where - Markets



iDevice    Countries




Pricing   Demographic
When - Priorities




Full Time   Spare Time
Plan & Production
             Usefulness in Projects

               Plan     Long Term

            Production Short Term




Tipping Point (game) by GAMBIT Singapore-MIT
                Gambit Game Lab
Plan
             Plan & Production



              Thinkers    Engineers
Production




              Artists    Implementors
Inventory Check


• Raw Materials
• Labour
• Overheads
• Others
Resource Acquisition
Resource Acquisition
• Get (free) advice
Resource Acquisition
• Get (free) advice
• Make a business plan
Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
• Collaborate, barter
Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
• Collaborate, barter
• Spot and pitch to investors
Resource Acquisition
• Get (free) advice
• Make a business plan
• Join relevant networks
• Collaborate, barter
• Spot and pitch to investors
  • eg. FutureGames
Concept
Concept
• Investigate prior art
Concept
• Investigate prior art
• Simple does not mean loser
Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
• Innovation is marketable creativity
Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
• Innovation is marketable creativity
• Watch out for feature creep
Concept
• Investigate prior art
• Simple does not mean loser
• Improve good examples
• Innovation is marketable creativity
• Watch out for feature creep
• Be a gamer!
Design
Design

• Clear communication is important
Design

• Clear communication is important
• Inventory of assets required
Design

• Clear communication is important
• Inventory of assets required
• Be open to creative input
Design

• Clear communication is important
• Inventory of assets required
• Be open to creative input
• Feedback for interaction
Design

• Clear communication is important
• Inventory of assets required
• Be open to creative input
• Feedback for interaction
• Do not forget audio!
Features
Features
• Keep updated with *wares
Features
• Keep updated with *wares
• Engineer solutions for weaknesses
Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
• Watch out for feature creep
Features
• Keep updated with *wares
• Engineer solutions for weaknesses
• Feed thinkers early
• Watch out for feature creep
• Digest feedback and iterate
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
Implementors
Implementors

• Mine the wealth online
Implementors

• Mine the wealth online
• Mine the wealth offline
 • Cocoaheads SG
Implementors

• Mine the wealth online
• Mine the wealth offline
 • Cocoaheads SG
• Comments extremely welcomed
Implementors

• Mine the wealth online
• Mine the wealth offline
 • Cocoaheads SG
• Comments extremely welcomed
• (Possibly) Embrace technical debt
Apple Approval
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
The App Store
The App Store

• Nightmare or dream come true?
The App Store

• Nightmare or dream come true?
• Distribution channel
The App Store

• Nightmare or dream come true?
• Distribution channel
• Games - 12,265
The App Store

• Nightmare or dream come true?
• Distribution channel
• Games - 12,265
• Entertainment - 9,517
The App Store

• Nightmare or dream come true?
• Distribution channel
• Games - 12,265
• Entertainment - 9,517
• Top 2 categories (31.58%)
Necessary Marketing
Necessary Marketing

• Press release
Necessary Marketing

• Press release
• Reviews, reviews, reviews
Necessary Marketing

• Press release
• Reviews, reviews, reviews
• YouTube & social media
Necessary Marketing

• Press release
• Reviews, reviews, reviews
• YouTube & social media
• Money talks - USD$1875 a day
Necessary Marketing

• Press release
• Reviews, reviews, reviews
• YouTube & social media
• Money talks - USD$1875 a day
• Strategic partners - eg. SingTel
Market Intelligence
   Scoreless Music Suite
while (learning) do
while (learning) do

• Apple WWDC
while (learning) do

• Apple WWDC
• Cocoaheads SG
while (learning) do

• Apple WWDC
• Cocoaheads SG
• developer.apple.com/iphone
while (learning) do

• Apple WWDC
• Cocoaheads SG
• developer.apple.com/iphone
• www.iphonedevsdk.com
while (learning) do

• Apple WWDC
• Cocoaheads SG
• developer.apple.com/iphone
• www.iphonedevsdk.com
• Google, Bing, Yahoo...
while (developing) do
while (developing) do
• www.gamedev.net
while (developing) do
• www.gamedev.net
• design document, game bible
while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
• business plan
while (developing) do
• www.gamedev.net
• design document, game bible
• Prototype on paper
• business plan
• gather resources (IDGT, SAE, etc)
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
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...
while (marketing) do
while (marketing) do
• Pre-release announcements
while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
• Polish your eyecatches (icons, splash)
while (marketing) do
• Pre-release announcements
• Proper writing (press, metadata)
• Polish your eyecatches (icons, splash)
• Passion for your U.S.P.
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)
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
Begin... End.
joash@scorelessmusic.com
One More Thing...
        Chordica

• 2 man team
• 16 weekends
• $0 budget
• learnt from scratch
One More Thing...
        Chordica
• SGD$2000+
• Loved by an iTunes
  featured artist

• IE Singapore to WWDC
• YouTube views - 16,400+
• v2 being patented

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