Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie

Editor's Notes

  • #2 Show of hands: - How many are making games on the iPhone now? - How many have done games on other platforms before? This is about Games -> iPhone for iPhone developers. I’ll be giving the opposite talk at GDC
  • #3 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #4 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #5 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #6 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #7 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #8 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #9 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #10 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #11 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #12 Different background than many people. Over 10 years in the games industry Small companies, large companies Lots of games and platforms. This is my second startup.
  • #13 Team sizes over time When I started, a team was 5-8 people. Towards the end 200+ people.
  • #16 Two years ago I quit and started my own, two-person company to make downloadable console games.
  • #17 Two years ago I quit and started my own, two-person company to make downloadable console games.
  • #18 What am I doing now?
  • #19 Game developers want to know hardware specs right away Hardware specs seem great, but where are they? Apple not very open
  • #20 iPhone games so far are about content, not tech. Nice change!
  • #21 iPhone games so far are about content, not tech. Nice change!
  • #22 iPhone games so far are about content, not tech. Nice change!
  • #23 iPhone games so far are about content, not tech. Nice change!
  • #27 This is one of the keys of the success of games in the iPhone. Imagine if all you could do was to write web apps with Javascript!
  • #28 This is one of the keys of the success of games in the iPhone. Imagine if all you could do was to write web apps with Javascript!
  • #30 UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
  • #31 UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
  • #32 UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
  • #33 UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
  • #41 I have to admit I never got around to setting it up for my current project. Too busy and not enough hardware. I regret not doing it though. First thing in my next project.
  • #42 I have to admit I never got around to setting it up for my current project. Too busy and not enough hardware. I regret not doing it though. First thing in my next project.
  • #43 I have to admit I never got around to setting it up for my current project. Too busy and not enough hardware. I regret not doing it though. First thing in my next project.
  • #50 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #51 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #52 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #53 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #54 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #55 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #56 I’m doing heavy fp math, so I went from 15 to 39fps!
  • #65 That’s Dapple by the way. Great game! :-)
  • #66 That’s Dapple by the way. Great game! :-)
  • #67 That’s Dapple by the way. Great game! :-)
  • #68 Takes a lot getting used to fixed-function pipeline again!
  • #69 Takes a lot getting used to fixed-function pipeline again!
  • #70 Takes a lot getting used to fixed-function pipeline again!
  • #71 Takes a lot getting used to fixed-function pipeline again!
  • #74 That’s from the glext.h header file
  • #75 That’s from the glext.h header file
  • #76 That’s from the glext.h header file
  • #77 That’s from the glext.h header file
  • #78 That’s from the glext.h header file
  • #84 That’s an example of a UIKit button on top of an OpenGL app
  • #85 That’s an example of a UIKit button on top of an OpenGL app
  • #86 That’s an example of a UIKit button on top of an OpenGL app
  • #87 That’s an example of a UIKit button on top of an OpenGL app
  • #88 That’s an example of a UIKit button on top of an OpenGL app
  • #91 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #92 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #93 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #94 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #95 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #96 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #97 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #98 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #99 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #100 It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
  • #101 Small budgets is a good reason to stay self-funded and avoid publisher money
  • #102 App Store!! Great access to customers (PC does not have a focal point for payment and ads, consoles have very restrictive approval process and far removed from final customer)
  • #104 Explain what I mean by asset pipeline
  • #105 Explain what I mean by asset pipeline
  • #106 Explain what I mean by asset pipeline
  • #107 I’m working with an artist and I would give him ad-hoc builds with new content. Very slow! Now running XCode
  • #108 I’m working with an artist and I would give him ad-hoc builds with new content. Very slow! Now running XCode
  • #119 This is a small piece of game logic using Unreal Kismet
  • #124 This is something I learned the hard way in my last startup :-)
  • #125 This is something I learned the hard way in my last startup :-)
  • #126 This is something I learned the hard way in my last startup :-)
  • #127 Flower Garden is a bit different because it’s mostly procedurally generated
  • #128 Flower Garden is a bit different because it’s mostly procedurally generated
  • #129 An issue tracking system is huge for managing contractors. Trac is very useful and simple to install Doubles as bug system
  • #136 Getting noticed is getting harder and harder. It’s only going to get worse An improved App Store would help
  • #137 Right now it’s a race to 99c. I don’t think that’s going to be that way in the future. Tide is starting to turn with developers foregoing the chance of getting in the top 100
  • #138 Pretty cool graphics, uh? They are from a game on the Dreamcast, which is on part with the iPhone. Notice a difference? Lots of room for improvement.
  • #139 This has already happened with XBLA and PSN
  • #140 This has already happened with XBLA and PSN
  • #144 Here’s another parameter: Userbase is huge and continues to grow So things may even out for indies It probably means no more iShoot-like games in the top for a while. We’ll be able to make a living, but not hit it big.
  • #145 Flash might be coming to the iPhone? Does it mean that Flash-like quality games in the App Store are over?