GO!      HOW TWO GUYS MADE      AN iPHONE GAME (AND      LIVED TO TELL THE TALE) WEBVISIONS 2011
@tylersticka   @u2elan
1 HISTORY LESSON
2006-2007
OVER 1,000,000 PLAYS
THIS IS WAY  BETTER!
(SOB STORY)
FIRST EXPERIMENTS
PRODUCT CREATIVE PURSUIT
WE CHOSE TOOLS THAT HELPED USCOLLABORATE QUICKLY, LOOSELY, CHEAPLY:
WE AVOIDEDOVER-PLANNING
WHY THE HECK NOT?
WE   SMALL DETAILS
SOLICIT FEEDBACK FROM YOUR PEERS (   WAY FASTER THAN GRAPPLING     WITH YOUR OWN SELF-DOUBT    )
ITERATE!
“WE MADE IT, SO IT’S OURS TO DESTROY. ANDTHAT’S LIBERATING AND EXCITING IN A REALLYCREATIVE WAY.” - JEFF TWEEDYhttp://www....
IF A GAME DOESN’T FEELRIGHT, NO AMOUNT OFMARKETING CAN MAKEUP FOR IT WIKIPEDIA SAYS THIS GAME LOST       ATARI $100 MILLION
3 RECEPTION
http://www. ickr.com/photos/mukumbura/4180968389/
TRADITIONAL   EXTRA HIP
COVERED US FIRST, FOLLOWED BY...THE APP INFORMER   APPOLICIOUS       IGN          APPMODO  SLIDE TO PLAY DOWNLOAD SQUAD   ...
“A NEAR-PERFECT MIX OFSIMPLICITY AND ORIGINALITYTHAT MAKES IT A PRIMEEXAMPLE OF WHAT ANiPHONE GAME SHOULD BE.”- SLIDE TO P...
4 IF YOU REMEMBER NOTHING ELSE...
RESIST OVER-PLANNING
ITERATE OFTEN
LISTEN TO YOUR PEERS AND USERS
ABOVE ALL ELSE, MAKE THE BEST       THING YOU CAN
THANK YOU!             backabit.com             @playramps@u2elan   @tylersticka
GO! How two guys made an iPhone game (and lived to tell the tale)
GO! How two guys made an iPhone game (and lived to tell the tale)
GO! How two guys made an iPhone game (and lived to tell the tale)
GO! How two guys made an iPhone game (and lived to tell the tale)
GO! How two guys made an iPhone game (and lived to tell the tale)
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GO! How two guys made an iPhone game (and lived to tell the tale)

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Slides for a presentation by Tyler Sticka and Tim Sears for WebVisions 2011.

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GO! How two guys made an iPhone game (and lived to tell the tale)

  1. 1. GO! HOW TWO GUYS MADE AN iPHONE GAME (AND LIVED TO TELL THE TALE) WEBVISIONS 2011
  2. 2. @tylersticka @u2elan
  3. 3. 1 HISTORY LESSON
  4. 4. 2006-2007
  5. 5. OVER 1,000,000 PLAYS
  6. 6. THIS IS WAY BETTER!
  7. 7. (SOB STORY)
  8. 8. FIRST EXPERIMENTS
  9. 9. 2 PROCESS
  10. 10. PRODUCT CREATIVE PURSUIT
  11. 11. WE CHOSE TOOLS THAT HELPED USCOLLABORATE QUICKLY, LOOSELY, CHEAPLY:
  12. 12. WE AVOIDEDOVER-PLANNING
  13. 13. WHY THE HECK NOT?
  14. 14. WE SMALL DETAILS
  15. 15. SOLICIT FEEDBACK FROM YOUR PEERS ( WAY FASTER THAN GRAPPLING WITH YOUR OWN SELF-DOUBT )
  16. 16. ITERATE!
  17. 17. “WE MADE IT, SO IT’S OURS TO DESTROY. ANDTHAT’S LIBERATING AND EXCITING IN A REALLYCREATIVE WAY.” - JEFF TWEEDYhttp://www. ickr.com/photos/pietermorlion/5014362542/
  18. 18. IF A GAME DOESN’T FEELRIGHT, NO AMOUNT OFMARKETING CAN MAKEUP FOR IT WIKIPEDIA SAYS THIS GAME LOST ATARI $100 MILLION
  19. 19. 3 RECEPTION
  20. 20. http://www. ickr.com/photos/mukumbura/4180968389/
  21. 21. TRADITIONAL EXTRA HIP
  22. 22. COVERED US FIRST, FOLLOWED BY...THE APP INFORMER APPOLICIOUS IGN APPMODO SLIDE TO PLAY DOWNLOAD SQUAD 148APPS APPSPY iFANZINE.com TOUCHREVIEWS.net ...AND MORE (THANKS, EVERYONE!)
  23. 23. “A NEAR-PERFECT MIX OFSIMPLICITY AND ORIGINALITYTHAT MAKES IT A PRIMEEXAMPLE OF WHAT ANiPHONE GAME SHOULD BE.”- SLIDE TO PLAY http://www.slidetoplay.com/story/ramps-review
  24. 24. 4 IF YOU REMEMBER NOTHING ELSE...
  25. 25. RESIST OVER-PLANNING
  26. 26. ITERATE OFTEN
  27. 27. LISTEN TO YOUR PEERS AND USERS
  28. 28. ABOVE ALL ELSE, MAKE THE BEST THING YOU CAN
  29. 29. THANK YOU! backabit.com @playramps@u2elan @tylersticka

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