iPhone game development - Joash Chee
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iPhone game development - Joash Chee

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Presentation at Geekcamp SG 2009 by Joash Chee on iPhone game development cycle

Presentation at Geekcamp SG 2009 by Joash Chee on iPhone game development cycle

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iPhone game development - Joash Chee iPhone game development - Joash Chee Presentation Transcript

  • *.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