Project Rescue

Might be described as

App which has great potential needs a touch up

and has accompanying comments:

“Its only missing one or two features!”

“I had a falling out with those overseas developers”

“I don’t know anyone who has used overseas developers who have actually made a good app – but I thought that with me it would somehow be different!”

Its called project rescue, and it will cost you either three times the cost of the project so far, or will be billed on a times and material at double normal rates.

Wanted – monkey who can do everything – will give peanuts

Wanted a junior developer (preferably just out of University with 5 years real world commercial experience) who has experience in iOS, Android, Windows Mobile , Blackberry, HTML5, Photoshop, Rails, ASP and who can prove has developed apps that have been top 20 on the app store.” 60-62k k based on experience. Will favourably look upon people with 10 years iOS experience.

I once talked to an agent who claimed he had fielded someone who was an expert in iOS, Android, Windows Mobile and Blackberry.

And I said (it was 9 months ago) “but wait .. how does one get good at all those things, and why does one get good at Windows Mobile when no one is buying it?”

“And for that matter can you tell me a well respected app – written by one developer – who wrote it for both iOS and Android? I mean anyone who is good at a these things often has a passion, a focus. Good at one and passing at another I could believe, but good at all of them? Why wouldn’t they be making millions elsewhere instead of peanuts with your company?”

“Ah too be honest (sotto voce), the role actually doesn’t want anything like those developers – you would be patching up fairly crummy apps” (Real slightly paraphrased response).

The quote made them fall of their chair

That is unfortunately, a too common refrain one hears when one quotes for iOS jobs.

I’m assuming the that the race to the bottom in the iTunes app store (likely caused by popularity ranking – rather than a quality review ranking), where people pay 1 dollar or nothing for an app, somehow creates this metal context where the potential client thinks “hey if this app would sell for $1 then for sure it will only cost a few dollars to develop”

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Meme vs Meme

I keep hearing people say something like:

Before you start building your app, you have to check out your competition and make sure that you design your app to suit.

This is not referring to apps made for a client, where commonly because of the constraints of the client, the app is highly specified up front.

Its referring to developers who are putting their own apps on the Appstore.

Enter the challengers:
In the blue corner is the “lean startup” and in the red corner is the “competition analysis”.

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Waterfall Game Development

Here’s a recent quote by Anna Marsh on Games Brief:

The key thing is that documentation produced needs to focus on being a practical manual for the team to work on, minus any marketing gloss. To make a comparison with architecture: During the planning phases of a building an architect might prepare Photoshop visualisations with happy pedestrians and sunny skies to show the public and financiers what the final building will look like. But they’ll also prepare far more precise blue prints, plans and technical documents for the actual builders.

Later in the article:

The more experienced the designer writing the documentation, (probably) the less changes you’ll need to make in development.

Humans look for ways to simplify things, often creating models in order to help them achieve things without being destroyed/distracted/confused by the complexity of an undertaking or a system.

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One of the Things I learned from Swipe Conference

Matthew Magain at UX mastery recently wrote a blog post called 10 Things I Learned From Swipe Conference 2012/.

I thought it was really worth reading because there were some insights there that I had not received.

I’m going to write about one of his lessons, primarily because I received such a different insight to him.

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New Series: Making an iOS Game

Part One.


There is a common notion that has been going around the web for a while. That notion is that if you want to write games you have to be a die hard gamer and a die hard game programmer.

I don’t agree.

I think most people like lots of things. They like to play games sometimes, and like to do a lot of other things too – socialise, get out in the fresh air, exercise – whatever.

I also think that it also should be ok to make a game – even though you like making other things too.

Of course: I don’t subscribe to the other notion going around that writing a game is a waste of time either.

Writing a game can be challenging though, there are a lot of different things that go into a game, a lot of new things to learn. Its very hard to just dabble, or experiment in game writing, because you have to devote a lot of time, before getting something halfway satisfactory. Even more time than learning a J2EE framework used to take a half decade ago (before the world was taken over by Rails and its philosophical brethren).

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