iPhone game development - Joash Chee

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

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  • iPhone game development - Joash Chee

    1. 1. *.hack.yourself iPhone Game Development
    2. 2. Joash the Geek
    3. 3. Joash the Geek • 1st computer - Apple IIe
    4. 4. Joash the Geek • 1st computer - Apple IIe • Started programming - Sec 2 (Basic)
    5. 5. Joash the Geek • 1st computer - Apple IIe • Started programming - Sec 2 (Basic) • 1st hack - School Computer Lab
    6. 6. Joash the Geek • 1st computer - Apple IIe • Started programming - Sec 2 (Basic) • 1st hack - School Computer Lab • Preferred language - Pascal
    7. 7. 1st Worldwide App Has not been updated since late 2008
    8. 8. Geekcamp SG Gameplan
    9. 9. Geekcamp SG Gameplan • assume geeks are smart, resourceful
    10. 10. Geekcamp SG Gameplan • assume geeks are smart, resourceful • not be stupid and condense WWDC
    11. 11. Geekcamp SG Gameplan • assume geeks are smart, resourceful • not be stupid and condense WWDC • insights from experience, research
    12. 12. Geekcamp SG Gameplan • assume geeks are smart, resourceful • not be stupid and condense WWDC • insights from experience, research • minimized uptime, maximized cycles
    13. 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. 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...?
    15. 15. Who - Components Thinkers Engineers Artists Implementors
    16. 16. Why - Drivers Experience Passion Profit Publicity
    17. 17. What - Interfaces • 19 Game categories in App Store • 1 Entertainment category
    18. 18. Where - Markets iDevice Countries Pricing Demographic
    19. 19. When - Priorities Full Time Spare Time
    20. 20. Plan & Production Usefulness in Projects Plan Long Term Production Short Term Tipping Point (game) by GAMBIT Singapore-MIT Gambit Game Lab
    21. 21. Plan Plan & Production Thinkers Engineers Production Artists Implementors
    22. 22. Inventory Check • Raw Materials • Labour • Overheads • Others
    23. 23. Resource Acquisition
    24. 24. Resource Acquisition • Get (free) advice
    25. 25. Resource Acquisition • Get (free) advice • Make a business plan
    26. 26. Resource Acquisition • Get (free) advice • Make a business plan • Join relevant networks
    27. 27. Resource Acquisition • Get (free) advice • Make a business plan • Join relevant networks • Collaborate, barter
    28. 28. Resource Acquisition • Get (free) advice • Make a business plan • Join relevant networks • Collaborate, barter • Spot and pitch to investors
    29. 29. Resource Acquisition • Get (free) advice • Make a business plan • Join relevant networks • Collaborate, barter • Spot and pitch to investors • eg. FutureGames
    30. 30. Concept
    31. 31. Concept • Investigate prior art
    32. 32. Concept • Investigate prior art • Simple does not mean loser
    33. 33. Concept • Investigate prior art • Simple does not mean loser • Improve good examples
    34. 34. Concept • Investigate prior art • Simple does not mean loser • Improve good examples • Innovation is marketable creativity
    35. 35. Concept • Investigate prior art • Simple does not mean loser • Improve good examples • Innovation is marketable creativity • Watch out for feature creep
    36. 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!
    37. 37. Design
    38. 38. Design • Clear communication is important
    39. 39. Design • Clear communication is important • Inventory of assets required
    40. 40. Design • Clear communication is important • Inventory of assets required • Be open to creative input
    41. 41. Design • Clear communication is important • Inventory of assets required • Be open to creative input • Feedback for interaction
    42. 42. Design • Clear communication is important • Inventory of assets required • Be open to creative input • Feedback for interaction • Do not forget audio!
    43. 43. Features
    44. 44. Features • Keep updated with *wares
    45. 45. Features • Keep updated with *wares • Engineer solutions for weaknesses
    46. 46. Features • Keep updated with *wares • Engineer solutions for weaknesses • Feed thinkers early
    47. 47. Features • Keep updated with *wares • Engineer solutions for weaknesses • Feed thinkers early • Watch out for feature creep
    48. 48. Features • Keep updated with *wares • Engineer solutions for weaknesses • Feed thinkers early • Watch out for feature creep • Digest feedback and iterate
    49. 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
    50. 50. Implementors
    51. 51. Implementors • Mine the wealth online
    52. 52. Implementors • Mine the wealth online • Mine the wealth offline • Cocoaheads SG
    53. 53. Implementors • Mine the wealth online • Mine the wealth offline • Cocoaheads SG • Comments extremely welcomed
    54. 54. Implementors • Mine the wealth online • Mine the wealth offline • Cocoaheads SG • Comments extremely welcomed • (Possibly) Embrace technical debt
    55. 55. Apple Approval
    56. 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
    57. 57. The App Store
    58. 58. The App Store • Nightmare or dream come true?
    59. 59. The App Store • Nightmare or dream come true? • Distribution channel
    60. 60. The App Store • Nightmare or dream come true? • Distribution channel • Games - 12,265
    61. 61. The App Store • Nightmare or dream come true? • Distribution channel • Games - 12,265 • Entertainment - 9,517
    62. 62. The App Store • Nightmare or dream come true? • Distribution channel • Games - 12,265 • Entertainment - 9,517 • Top 2 categories (31.58%)
    63. 63. Necessary Marketing
    64. 64. Necessary Marketing • Press release
    65. 65. Necessary Marketing • Press release • Reviews, reviews, reviews
    66. 66. Necessary Marketing • Press release • Reviews, reviews, reviews • YouTube & social media
    67. 67. Necessary Marketing • Press release • Reviews, reviews, reviews • YouTube & social media • Money talks - USD$1875 a day
    68. 68. Necessary Marketing • Press release • Reviews, reviews, reviews • YouTube & social media • Money talks - USD$1875 a day • Strategic partners - eg. SingTel
    69. 69. Market Intelligence Scoreless Music Suite
    70. 70. while (learning) do
    71. 71. while (learning) do • Apple WWDC
    72. 72. while (learning) do • Apple WWDC • Cocoaheads SG
    73. 73. while (learning) do • Apple WWDC • Cocoaheads SG • developer.apple.com/iphone
    74. 74. while (learning) do • Apple WWDC • Cocoaheads SG • developer.apple.com/iphone • www.iphonedevsdk.com
    75. 75. while (learning) do • Apple WWDC • Cocoaheads SG • developer.apple.com/iphone • www.iphonedevsdk.com • Google, Bing, Yahoo...
    76. 76. while (developing) do
    77. 77. while (developing) do • www.gamedev.net
    78. 78. while (developing) do • www.gamedev.net • design document, game bible
    79. 79. while (developing) do • www.gamedev.net • design document, game bible • Prototype on paper
    80. 80. while (developing) do • www.gamedev.net • design document, game bible • Prototype on paper • business plan
    81. 81. while (developing) do • www.gamedev.net • design document, game bible • Prototype on paper • business plan • gather resources (IDGT, SAE, etc)
    82. 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. 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...
    84. 84. while (marketing) do
    85. 85. while (marketing) do • Pre-release announcements
    86. 86. while (marketing) do • Pre-release announcements • Proper writing (press, metadata)
    87. 87. while (marketing) do • Pre-release announcements • Proper writing (press, metadata) • Polish your eyecatches (icons, splash)
    88. 88. while (marketing) do • Pre-release announcements • Proper writing (press, metadata) • Polish your eyecatches (icons, splash) • Passion for your U.S.P.
    89. 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. 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
    91. 91. Begin... End. joash@scorelessmusic.com
    92. 92. One More Thing... Chordica • 2 man team • 16 weekends • $0 budget • learnt from scratch
    93. 93. 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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