This is a summary of the process of developing the game Kondrian.
You can see more on Kondrian here, or on iTunes here
Intro the indie
Half the world’s developers seem to be indie game developers, but I think there is a difference between developers who are already game developers who move to developing games on iOS, and those developers who are already developing on iOS and move into game development.
Based on the current number of games appearing in the store daily (148apps as many as 140 per day), there is a lot of game development going on.
Many of these seem to have been created by indie game developers, obviously indie game developers don’t need an introduction.
I however am coming from a different angle than most developers, a seasoned non game developer with a lot of experience on iOS, shipping my first ‘real’ iOS game (I’m not counting a kid’s game I wrote for a client because that was primarily UIKit and CoreAnimation, and much simpler).
This post has been sitting in the wings for at least 4 months. I delayed the posting until the Kondrian release.
One More Thing
Mid 2012, I attended the One More Thing conference.
One of the nice things that came out of this conference was some nuggets of wisdom from Kepa Auwae, he also had a very dry sense of humour.
Kepa is one of the founders of RocketCat Games.
Kepa’s stressed that his business strategy is always in flux, that RocketCat Games are always experimenting. They try to improve their business, by trying different things. One of his most interesting comments, was the description of a simple business model for game developers, which is actually known to us all.
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.
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”
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”.
This post was catalysed by a recent meet of the Creative Farm by The Untitled Studio : Creative Farm
As creators of digital content we are often beset with the issue of no one (including ourselves) understanding the real value of what we produce.
The first big issue
I believe that part of the problem comes from the fact that digital content can be created anywhere in the world. So those of us in certain nations who have to pay 20 times the rent than those in other nations, are often competing for the same jobs. Thus some of us can undercut the others by a huge amount.
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.