An App for Low-Vision Users

Many of us are fortunate that we can pick up a menu, medicine bottle or business card and read it directly as is. Unfortunately, not everyone is that lucky. Ai Squared, a TriplePoint client, has developed products for the low-vision community for over twenty years. This week, they expanded their services with the launch of their iPhone application ZoomReader.

Designed specifically for anyone in need of visual assistance, ZoomReader takes a picture of any text, converts the text digitally using Optical Character Recognition (OCR), and reads the text aloud through an integrated voice synthesizer. Standalone OCR devices are very expensive and not usually portable. The ZoomReader app provides a much less expensive on-the-go alternative to these devices, and helps make reading and seeing easier for people with low vision.

Since launch on Tuesday, ZoomReader reached the #2 Grossing App in the Lifestyle Section of the App Store and in the Top 200 Grossing Apps in the entire App Store.

Through TriplePoint’s efforts ZoomReader has been featured in the Wall Street Journal’s App Watch, WIRED as well as The Daily.

Better Off Flying Solo? Joe Danger and the Risk/Reward of Self-Publication in Downloadable Gaming

A recent keynote at the Develop conference by Hello Games’ Sean Murray cast a harsh light on the realities of publishing downloadable games on home consoles like Microsoft’s Xbox Live Arcade, Sony’s PlayStation Network and Nintendo’s WiiWare Channel. He purports that self-published games like his recently-released critical darling Joe Danger (which sold 50,000 units week one on PSN) are both more successful and more profitable than those of major studios.

Joe Danger, breaking all the rules.

Arguably the most popular digital download channel, Apple’s App Store offers an extremely low barrier to entry – just $99 for a dev-kit and a revamped review process that sees new apps approved or denied in as little as three days. While a few iPhone gaming giants have emerged, there’s still plenty of room for a basement programmer to strike it rich (or at least make the “What’s Hot” list). In contrast, console gaming depends on the distribution models established decades ago by the book publishing industry. In order to get a disk-based game into players’ living rooms, developers must partner with a publisher who sets up the distribution (including dubious deeds like retailer exclusives). Self-publishing a game with a box and a manual is borderline impossible. But even when it comes to the zeroes and ones that comprise downloadable games, Murray perceives major developers as more of a burden than an asset to young development studios.  According to his research, casual card, puzzle and word games make up 31% of the offerings on console download services but less than 5% percent of the sales. This flies in the face of the notion that casual players fuel the download market.  In fact, it’s the long-time, hardcore gamers that are driving downloadable game sales, as evidenced by the top three selling XBLA games of 2009 (multiplayer-only FPS Battlefield 1943, oldschool-inspired beat-‘em-up Castle Crashers, and controller-crushingly difficult dirt bike platformer Trials HD). While the EA-published Battlefield may owe part of its success to the series’ long history, the other two titles were created (and published) by tiny development teams.

Murray argues that big publishers offer very little to developers in the downloadable games market, and this stems from both lack of experience and lack of effort or interest.  As he puts it, the person in charge of the digital download services at most publishers “is not necessarily the biggest deal for the overall structure of the publisher.” For the time being, Joe Danger is exclusive to PSN – Sony makes their development tools readily accessible, unlike Microsoft and Nintendo. As a passive rebuttal to the PSN Store, Microsoft created the Xbox Live Indie Games channel (née Xbox Live Community Games), and while it’s relatively easy to get a title published there, the games are incredibly difficult to locate, let alone market and promote to fans.

So what’s a developer to do? For PlayStation games like Murray’s Joe Danger, the money saved through self-publishing could be spent on a high-caliber PR agency (ahem) to spread the word and boost downloads. For a game destined for XBLA or WiiWare, write your local congressperson! And be patient. As consumers become more and more comfortable keeping their entertainment in the cloud, the move toward online stores will pressure companies like Microsoft and Nintendo to revise their strategy.

There’s one other major stumbling block – NPD sales data for downloadable games is between difficult and impossible to obtain.  As a result, publishers can’t use existing titles as a reference point to gauge the risk and potential profit of developing a new game.  If the console giants would relinquish this information and break down other barriers to entry, publishers both great and small could bring more creatively adventurous titles to market. With this capitalistic system, gamers would enjoy all types of new options, from big-screen versions of the $.99 bite-size games that dominate the App Store to $30 small entrées that don’t fit the current pricing/distribution mold. With vibrant, fun-focused games like Joe Danger, the reign of the murky brown über -macho FPS may be coming to a close. It’s simply up to us, as the nerdy masses, to e-vote with our digital wallets.

Social, Casual or Both? PopCap Sells Cows, Gives Away Free Milk

So strangely compelling...
So strangely compelling...

In terms of wide-sweeping brand recognition, Popcap is to casual gaming what Nintendo is to gaming in general.  Your Grandma knows about Nintendo, but your Mom might know a PopCap game or two.  Founded a decade ago, the company does a spectacular job of keeping their games in the public eye and maintaining a friendly, unassuming aesthetic.  It’s as if making boatloads of money is the pleasant side-effect of cranking out highly addictive puzzlers, and to be clear, casual games are doing big business.  Most of their games are available on multiple platforms, with free versions hosted at PopCap.com.  Because the games are both robust and replayable, it’s no surprise that their perennial favorite Bejeweled 2 hasn’t left the Top 10 Highest Grossing list on the App Store since that category was unveiled six months ago . Continue reading Social, Casual or Both? PopCap Sells Cows, Gives Away Free Milk

Developer Support Is a Bigger Factor in iPad’s Success Than Some May Think

Yesterday, Apple unveiled its much anticipated and highly rumored iPad to the masses and easily stole the media thunder from President Obama’s State of the Union address as well as becoming a top trending topic on Twitter, not including all the joke references to feminine hygiene products. After all the hoopla settled though, many tech editors started to really break down exactly what was revolutionary about the iPad and the general consensus seems to be that, well, there is nothing incredibly outstanding.

At first glance, the iPad looks like a pageant winner. It boasts the same sleek, attractive contours as the iPhone, which has lured many to purchase it based on aesthetics alone. iPad’s larger screen with its 1024×768 resolution is, of course, very much welcomed in a society that loves to do everything bigger and better. And lets not forget about that enticing price point beginning at $499. Apple could set its retail at twice as much and fanatics would still buy the new peripheral in a heartbeat.

Take away the glitz and glamor though and you still just have a glorified iPod Touch:

– there is no camera present (which means no augmented reality)

– no ability to run multiple applications simultaneously

– Adobe Flash is not supported

However, does this mean that developers will be deterred from creating new apps specifically for the iPad? Not necessarily, but the success of this new device may largely depend on developers making iPad specific apps to help differentiate it from the iPhone/iPod Touch as well as other gaming platforms. Between the three aforementioned downfalls of the iPad, the third one may perhaps be the most hurtful. The Android OS as a gaming platform is already starting to gain momentum despite its OS limitations (mentioned a couple months back). What further distinguishes Android in the gaming space is its ability to run Flash, which could prove to be a major game changer in the mobile gaming industry. With iPad lacking this now almost crucial feature for the next generation of mobile gaming, there’s not much else that separates it from its mobile Apple cousins. Sure, iPad packs a much larger processor, but if the console wars of the last five years have taught us anything it’s that stronger hardware capabilities do not equate to increased 3rd party support which is necessary to drive higher console sales.

Undoubtedly, many developers will initially hop on the iPad app bandwagon but if sales of these apps are lackluster we may just be seeing more iPhone/iPod Touch ports appear on the iPad instead. Though Apple hasn’t given developers anything truly novel to work with, the appeal of success is still there and it may be game developers that really help to shape the future of Apple’s new toy.

Back to the Future: The iPhone Sparks a Resurgence in Classic Games

Over the last year, the number of retro and classic console and arcade games on the iPhone has dramatically increased, often providing these much-beloved chestnuts with a new lease on life (and great success for their publishers). Classic characters such as Sonic the Hedgehog, Earthworm Jim, Guybrush Threepwood and Dirk the Daring are back in full force, with more characters set to make a comeback on the horizon.

Sonic the Hedgehog for iPhone
Sonic the Hedgehog for iPhone

How have these once-antiquated characters found new relevancy on a new medium? Beyond the obvious nostalgia factor, it all boils down to gameplay, fun, and interesting game design. The most popular games from the 80s and 90s still resonate with gamers today. In the “golden era” of 16- and 32-bit graphics, game designers couldn’t rely on whiz-bang visuals, environmental physics and detailed rendering to impress gamers. Games were distilled down to their simplest elements: pick-up-and-play ease, addictive fun and compelling gameplay.

Venerable games publisher Sega has recognized the importance of the iPhone to classic games, and is bringing back some of their most successful and celebrated games to the platform. The upcoming Sega Genesis Ultimate Collection, which will enable gamers to purchase classic Sega Genesis titles (such as Sonic the Hedgehog, Golden Axe, Shining Force and more) presents a new opportunity for gamers to relive their favorite gaming experiences, and introduces such franchises to those who may be too young to have ever played them.  Sega is not alone.  A quick Web search on “retro iPhone games” provides hundreds of options for the classic gaming enthusiast, including arcade superstars Pac-Man and Space Invaders.  For those looking for the console classics, Touch Arcade has provided a handy list that includes personal favorites Ghosts ‘n’ Goblins and the PC mega-hit Myst.

Furthermore, developers inspired by classic games are bringing new titles to the market that have familiar influences. The upcoming Slug Wars from Republic of Fun draws its inspiration from the Worms series (originally released on the Amiga in the early 80s). iPhone publisher Super Happy Fun Fun’s Mark Pierce, the original designer of 90s arcade hit Klax, incorporated similar game principles on the match-three puzzler Star*Burst.

With a plethora of opportunities for both classic gamers and new gamers alike, the iPhone has resurrected old franchises, as well as inspired new ones.  These “snackable nuggets of classic delight” can be devoured by consumers young and old, truly making the platform a gaming haven that anyone can enjoy.


2009: The App Store Starts Paying More Attention to Female Mobile Gamers

Though the mobile industry has successfully marketed specific phone features towards women, for example, the Samsung Egeo, the mobile app industry continues to lag behind the rapidly growing market of female mobile gamers. Studies show that there are currently more female mobile gamers than male mobile gamers – a point the mobile app industry began adapting to later this year. However, despite some changes, mobile app markets, like the App Store, have not adequately scaled themselves to meet the changing demographic profile of mobile gamers.

In March 2009, one third of the games available in the App Store were action themed and catered mainly towards male consumers. By July 2009, the number of games on offer had doubled. Puzzle games had become the largest genre, accounting for 16.4 per cent of the App Store’s games, with action and arcade titles trailing behind with 11.2 per cent and 11.1 percent respectively.

As the number of apps in the App Store soared past the 100,000 mark, mobile app developers slightly shifted their target markets creating more gender-neutral hit games such as Wheel of Fortune and Trism. However, the shift has been slow, and the App Store continues to overlook the market potential of female mobile gamers.

Canadian and US women rank Apple as their favorite technology brand and ranked the iPhone and iPod Touchnyt2 as their second favorite portable gaming device, after the Nintendo DS. Apple has a stronghold on the mindshare of the female consumer, particularly in the mobile marketspace, but it has yet to completely take advantage of this mobile game market opportunity. Not all female groups are quick to pick up the iPhone though. A survey of US mobile gamers indicates that there are more female mobile gamers than male mobile gamers between the ages of twenty-five and fifty-four.

If the App Store targeted these particular female mobile gamer demographics, they could solidify their place as the leading mobile games market. The App Store’s success relies on their ability to play to growing market demands and how they counter the flack they’ve received from mobile app developers recently. Female mobile gamers are already playing, maybe to the surprise of the developers. The more the mobile app market comes to realize this, the sooner the mobile app industry is in for another growth spurt.

Finding the Mythical Immersive iPhone Game

The future of iPhone gaming?  Probably not.
The future of iPhone gaming? Probably not.

As the iPhone and other smartphones accompany their owners everywhere, so does the chance to have fulltime access to games. Gamers and journalists alike are asking for more immersive iPhone games, but it’s unlikely they’ll flood the App Store anytime soon. Sure, it would be fantastic to have a lengthy, engaging iPhone game with depth, character development and a solid narrative, but it’s highly unlikely.

With the current benchmark for a “premium” app being anything over $5.00, developers can’t afford a fully-fledged staff. Great games like Mass Effect use cinematics and professionally-delivered dialogue to draw in the player, but both budget and hardware constraints prevent this sort of experience on Apple’s ‘slippery brick,’ as evidenced by Mass Effect Galaxy.

However, there are other inherent flaws in iPhone gaming. Even with your earbuds in place and zen-like concentration, gaming time can be interrupted at just about any moment. This isn’t even kept to the external problems of your average day – even the device insists on bothering you with incoming calls or text messages. While one could set the device to airplane mode, this effectively turns it into an iPod touch – a quandary. By the very nature of being connected on the go, one makes the gaming experience tough to establish.

I find that I have the most fun playing puzzlers on my phone, and the reviewers agree. Over half of the top 15 games on Pocket Gamer are puzzle games, and as developer Tale of Tales founder Michaël Samyn points out, small screens are better suited for shorter, more abstract titles. The device’s limitations are not likely to hinder your play in a puzzle game, whereas shooters and RPGs can be a real headache.

Between the hand cramps and screen glare, I, like most gamers, prefer my iPhone sessions to be short and sweet, relegating my larger-than life gaming experiences to the sofa.

Orbital – The iPhone App That Does Everything Well But Sell

What can we tell you about Orbital that has not already been said?

Orbital on iPhone - Gravity Mode
Orbital on iPhone - Gravity Mode

The reviews are unanimous. Orbital is one of the best games on the iPhone.

The awards are well documented.

Ryan Seacrest and Dane Cook have tweeted about their love for Orbital. Dane still has a high score in the top 10. We’re not sure what Oprah is waiting for, something to do with career changes.

In our office, Orbital breaks have replaced Xbox breaks.

Orbital has been described as “addictive”, “compulsive”, “mesmerizing”, “superb” and other adjectives.

This game must have sold like a million units right? The developers must be on a beach somewhere buying Ferraris on eBay and having Scottish castles airlifted to Brazilian mountaintops, right?

Continue reading Orbital – The iPhone App That Does Everything Well But Sell

Don’t Throw in the Towel for Google Just Yet: Android vs iPhone as a Gaming Platform

boxingWho hasn’t heard of Android lately? Chances are you have at least heard of Verizon’s DROID (running Google’s Android 2.0 OS) since its massive ad campaign started a little more than a month ago. DROID does a whole bunch of stuff that the iPhone may struggle with doing, but there is one thing in our industry that DROID just doesn’t do well at all: act as a viable and profitable gaming platform—at least not yet.

Android is an appealing gaming platform for developers. It offers open-development whereas iPhone has a proprietary, closed system. The app approval process for Android Market is a walk in the park compared to the iTunes App Store, and Android Market’s registration fee costs $25 against Apple’s $99 SDK requirement. So why aren’t developers jumping on the Android bandwagon by the boatloads? Simply put: consumers aren’t paying for apps on their Android handsets like they are on their iPhones.

Econ 101 will tell you that money lies with the market and at the moment, there is not much of a gaming market for Android. Developers have openly discussed the dismal revenues being generated by Android when compared with iPhone’s shining profits for the same apps. Gameloft recently stated that they sell 400 times more apps for the iPhone than they do for Android. Gameloft even went on to announce that they were cutting back investment for the Android platform (yet a few days later rescinded the statement and reaffirmed support). Why the sudden move to reinvest in Android? Possibly because market trends suggest that Android devices could be a serious contender in the near future.

AdMob recently released statistics showing that 75% of U.S. web traffic browsed on smartphones were from either an iPhone or Android device. Of that 75%, Android is holding on to 20% of the web traffic and shows signs of gaining a bigger market share. Android devices are now being distributed by multiple handset manufacturers and available on most wireless service providers, whereas Apple is the sole manufacturer of phones with the iPhone OS and has an exclusivity deal with AT&T for the moment, therefore limiting its rate of growth. With these factors in mind, it will only be a matter of time before the number of Android users starts to catch up to the number of iPhone users in the U.S., therefore building a substantial base market for Android Market.

With the Android install base set to massively grow, here’s the big question: when are all the sweet Android games coming out? The audience will be there, Android Market is equipped to handle app purchases with ease, what’s the hold up? Unfortunately, the biggest obstacle to Android becoming a worthy adversary in the mobile gaming arena is the operating system itself.

Android can only run apps from its onboard memory. On DROID, that’s 512MB. On every other Android device, it’s only 256MB. The Android OS also runs off this same onboard memory, leaving even less space for apps. Furthermore, SD cards can’t be used to store apps on Android either. iPhone can utilize most of its hard drive for storing apps, currently ranging from 8GB-32GB of capacity. Sega’s Super Monkey Ball was one of the first apps launched for the iPhone last year, weighing in at 36MB, and if you could play it on Android, that would already take up a good size chunk of the app space available to you. Fast forward to today’s apps where graphic intensive games like 2XL’s ATV Offroad are 100MB+ and you can already see the problem with porting these bestsellers to Android. Sure there are much smaller apps available but the capacity, or lack of, in Android devices is what ultimately hinders it from being a major player in the gaming space. Even at only 10MB per app, just a mere handful could be purchased and kept on any Android device. How can a featherweight compete against a heavyweight?

Android has a lot of potential for the mobile game arena. If Google addresses some of the OS technicalities, Android could pack on some serious pounds and add gaming to the list of things DROID does.

Taming the Wild West: How the iPhone App Store Should – and Probably Will – Change

Faux App Store Walmart Logo

The iPhone has been the biggest boon for independent game and app developers in recent memory, but the surge of devs looking to cash in has overwhelmed the current format of the App Store as an e-commerce platform.

It’s a good problem to have, certainly, but it means there’s a huge opportunity for Apple to push the needle even more by improving the way products are presented to consumers on the platform.

Apple’s brick and mortar stores are hip, sparse environments with big aisles and a dearth of shelf space – they can pull this off because they have only a few product lines, and they’ve achieved premium brand positioning akin to high-end fashion and jewelry retailers.

But if Apple’s retail outlets are Prada and Tiffany’s, then the App Store is Walmart.

There are currently upwards of 115,000 third-party apps available for iPhone owners to choose from, and like it or not, most of these aren’t exactly premium products. There’s a glut of amazing software out there, but most of it’s small, simple and cheap.

And while the variety and value found in the App Store is similar, the presentation of products is nothing like Walmart. It isn’t even like Amazon or other big online retailers. To service those 115,000 products, the App Store actually has surprisingly limited options for product visibility.

The App Store’s shelf space consists of just a few sought after promotional slots, determined by Apple’s editorial team (presumably a group of cloaked and hooded masterminds, convening in an ominous-looking cave somewhere deep beneath Cupertino). Besides the limited promotional space, product presentation is nothing more than a few lists of top-selling products.

And for the majority of that shelf space – even apps lucky enough to show up in the ‘What’s Hot’ spotlight and similar sections – only the app title and icon are visible. There’s a wealth of information that could be added – an app’s rating, a brief description, rotating screenshots, etc. – by slightly increasing the real estate given to promoted apps.

Product presentation in a big-box retailer is carefully controlled. Shelf space is rationed out to specific products based on an overwhelming amount of research (not to mention plenty of deals and partnerships), and endcap promotions are constantly cycling. Similarly, online retail behemoths like Amazon and Newegg have a constant stream of promotions and complete control over the placement of products.

Online retailers are getting even better about customizing product placement based on each user’s viewing and purchasing habits. Apple has dipped its toes in the water with the ‘Genius’ feature, but there’s surely an opportunity to deliver a more personalized user experience for every iPhone owner. If the App Store was as good at suggesting products as Amazon and Netflix, it would mean more overall app sales (good for Apple) – and probably far less of a top-heavy market (good for developers).

There are signs Apple is learning lessons from online and offline retailers. Seasonal and demographically targeted banner promotions (“Apps for Toddlers”) inside the App Store have become more commonplace, and the ‘Apps for iPhone’ promotion on Apple.com recently saw a revamp.

Apple is undoubtedly cognizant of the App Store’s deficiencies – major changes could be just around the corner. Whatever these changes end up being, they could mean a whole new game for iPhone app marketing. Developers need to stay on their toes, as those who are able to adjust when the landscape shifts will be ahead of the game.

Eliminate-ing Payment Norms – Eliminate Pro and the Hardcore Quandary

Eliminate Pro – Free – released 11/2/09 – developed by Ngmoco (Rolando)

  • Currently the second best selling app in the Free section of App Store (was the first yesterday).
  • Currently the 11th on the Top Grossing section of the App Store (was the third yesterday).
  • The ONLY free app in the Top Grossing section.

Eliminate Pro is free-to-download and is, in a sense, a free-to-play first-person shooter, ala Doom or Call of Duty. However, unlike f2p MMORPGs, users don’t pay for in-game content, but rather to recharge their ‘credits.’ Without credits, you’re limited to playing offline against bots, and cannot earn experience or gain rewards.

eliminate_iphone_logo

It’s essentially like popping another quarter into an arcade machine, but in this case, your credits regenerate over time. When you download the game, you’re given 12 to start with, which works out to three rounds of play. After a few hours, you’ll be granted another round – and it takes half a day for the full twelve credits to regenerate.

The real money-maker for Ngmoco, though, is that you can buy credits at a rate of 20 for 99 cents, 280 for $9.99, or 975 for $29.99.

The game itself is a fairly typical FPS, controlled with virtual onscreen joysticks – fun, yet far less interesting than its monetization method. These non-essential microtransactions are a bold new form of in-game payment. As DLC becomes increasingly commonplace and piracy runs rampant, publishers and developers are trying their hardest to move away from the classic front-loaded sales model.

In fact, Eliminate Pro’s growth reveals a great deal about the nature of iPhone gaming:

  • The game itself is built to play in short bursts.
  • It’s cheap, with a low barrier to entry – it’s free to start, 3 rounds is enough to get you addicted, and extra rounds are cheap, falling into impulse-buy territory.
  • The industry is rapidly expanding – such is its growth that they’re constantly re-writing and building new payment models.

The DS and PSP appeal to self-described gamers – people who most likely have a current-gen system at home. The iPhone, on the other hand, is in its relative infancy, and those who pick it up and start playing most likely didn’t buy it for the games.

This, however, makes Eliminate Pro an enigma. Many iPhone titles err on the side of simple controls, including Ngmoco’s own Rolando, while this game features twitch-gameplay and requires quick reactions. In fact, it’s somewhat console-ish in its skillset – awkwardness of the on-screen analog sticks aside. Its success is built upon the casual models – easy-to-pick-up, cheap and addictive, yet it is, at its heart, a deeply competitive and aggressive title.

Has Eliminate Pro converted casual players into new potential core gamers? Have the hardcore crowds flocked to the iPhone unexpectedly? Or does the game crack some bizarre middle-ground code for making iPhone users buy into micro-transactions?

Ultimately, it could be a combination of all of the above. Who knew that a cell-phone could cause such a hullabaloo?

[Eliminate Pro app store link]

NaturalMotion Tackles the App Store with Backbreaker Football

It took less than 24 hours for NaturalMotion to make an impact on the App Store, as Backbreaker Football has already breached the top 50 for all paid games.  The first in-house game from the development juggernaut that produces the animation technologies euphoria, morpheme and endorphin (rapidly adopted in both the  game and movie industries by companies such as Rockstar Games, LucasArts, Disney, THQ, CCP, Bioware), Backbreaker Football offers a mobile football experience that can be rivaled by none.

The game, which utilizes the iPhone/ iPod touch’s accelerometer controls, presents football in full 3D glory.  Backbreaker Football’s amazing replication of bonecrushing tackles is sure to please both pigskin fans and mobile gamers alike.  Directly inspired by a mini-game taken from NaturalMotion’s  Backbreaker (currently in development for Xbox 360 and PLAYSTATION 3),  Backbreaker Football truly brings a console-like experience to the iPhone/ iPod touch.

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As a standalone title, the action and gameplay speak for itself.  Not only is Backbreaker Football an elite application, but its release marks the unique opportunity to showcase aspects of a future console title on an entirely different platform.  The opportunity for NaturalMotion to create both a superior application, as well as officially introduce the world to the powerful gameplay associated with the future Backbreaker console title, serves as a win-win situation for anyone with an iPhone/ iPod touch.

Backbreaker Football

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To view the vicious tackles, you can find a link to the trailer after the break..

Continue reading NaturalMotion Tackles the App Store with Backbreaker Football

Developers Gone Wild! iPhone Gold Rush Uncloaked: Q&A with Rock Ridge Games

The iTunes App Store is a booming marketplace, full of opportunity for independent developers. At an Apple press conference earlier this month, Steve Jobs said that over 30 million iPhones and 20 million iPod Touch devices have been sold to date. There are over 100 million customers on iTunes, and they’ve been busy – downloading over 1.8 billion apps since the App Store launched in July 2008. But with over 75,000 apps and counting (more than 21,000 in the game category alone), it’s a sink or swim space. The unique iPhone platform is luring talented designers from top names in the traditional video game development industry – ambitious artists, code-monkeys and entrepreneurs of all shapes and sizes looking to try their hand at a new medium, and take on whatever responsibility necessary – including new shoes they’ll learn to fill along the way.

There are already more than 100,000 third-parties in the iPhone Developer Program, and the App Store marketplace has created a community mindset among many of these smaller independent companies, who are willing to share some of their “secrets” and learn from their competitors to further their cause and to coexist symbiotically, if you will. One such indie developer is Rock Ridge Games. I had a chance to pick the brains of Rock Ridge’s president and VP, Mike Mann and P.J. Snavely, on what it takes to make the transition from licensed, big-budget console game development to the DIY world of iPhone app development – here’s what they had to say…

RRG Western Wind iPhone

Can you give us a little background on Rock Ridge Games and your experience in game development?
Rock Ridge Games was started in April of this year with the goal of developing interesting and fun original  games for the incredible new smartphones hitting the market. There are only two of us (Mike Mann and PJ Snavely) but we’ve got almost 30 years of combined experience in game development, having come from the console side of development. We’ve worked on everything from multi-million dollar licensed sports games to small independent titles for XBLA. The iPhone is our new frontier.

Continue reading Developers Gone Wild! iPhone Gold Rush Uncloaked: Q&A with Rock Ridge Games

iPhone Game PR – A Case Study

IGN Real Racing

Australian mobile developer Firemint came to us a few months ago with one goal in mind: to make their new iPhone game stand out among the crowd. Of course, this is no small task given the extraordinary rate of proliferation of iPhone games appearing on the App Store since the beginning of the year. But Firemint had something unique: a car racing simulator called Real Racing that had been in development for more than a year and specifically designed with the unique feature set of the iPhone and iPod touch in mind.

Firemint’s unique challenge was that they had a little over two months to officially announce, promote, and differentiate Real Racing from the competition before it launched. And the main competitor in this instance was EA’s Need for Speed iPhone title, a game launching in the same period that had enjoyed months of marketing and PR support from the industry’s biggest game publisher.

Talk about an underdog situation.

Continue reading iPhone Game PR – A Case Study