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iPhone Game Development Workshop

October 20th, 2009 1 comment

iPhone 3G
Over the weekend I attended an iPhone game development lecture/workshop, presented by the dudes from radiolaris, an indie studio focusing on iPhone games. Their first release Radioflare, a music shoot’em up, received an IGF nomination.

Besides “pure” development topics, we covered a lot of diverse ground, from the economics and politics of the AppStore, to development methodology (note to self: have to read on Scrum-ban, a crossover between Scrum and Kanban), compared various game engines and middleware, and exchanged opinions about “indie” and “commercial” games in general.

To summarize my key take-aways of those 3 days:

Not one, but two AppStores
The AppStore is split into two parts – one (“AppStore A”) contains games and apps that cost 99 cents, the other (“AppStore B”) contains games and apps that are more expensive.

Each of them attracts different users – games in AppStore A are appealing to impulse buyers who browse and download mostly directly from their iPhone (so the games must be <10MB in size). Users can always get new games very cheaply, and probably do not spend much time with a single game.

The other, AppStore B, contains “bigger”, more expensive games. Users interested in those games are the more traditional gamers, reading blogs, and expecting the game to be a service that has to be maintained by the developer.

An iPhone developer should chose wisely in which AppStore he wants to play, and take this into account when deciding not only on game design details, features, etc., but also on marketing. AppStore A is a difficult territory for professional game development studios, in terms of ROI.

2D is good (enough)
The iPhone download charts are dominated by 2D games; 3D is not a real factor whether a game is going to be a success or not.

Metrics
90k active apps (98k total apps seen in US AppStore), growing rapidly
21k publishers

29 game submissions per day to Apple for approval, vs.
138 non-games submissions per day

Current avg delay from submission to approval: 10 days (maximum: 43 days! yuck)

The profit margin is better for non-games:
Current avg app price: $2.80
Current avg game price: $1.39

Free/lite vs. paid/premium version – 3-5% of users downloading the free/lite version buy the premium version.

All metrics from 148apps.biz (highly recommended!).

Middleware
Facebook and Twitter integration is expected, not optional!

OpenFaint, Plus+, Agon and others make it very easy to integrate.

Also, Pinch Media offers a free (for now) solution for ingame tracking and analytics (though I have to check out whether it would make (more) sense to use the Google Analytics AJAX API for that purpose).

Input methods
Accelerometer (tilt control) should be used for one axis only (tilt left/right or up/down), as difficulty increases dramatically when trying to control 2 axis at the same time.

When using up/down, use an offset of 30° up as default, as users tend to use their phones tilted up.

Cocos2D
Cocos2D seems to be the primary open sourced 2D game engine for the iPhone. It has a ton of features (sprite actions, scene transitions, audio, 2 different physics engines, particle effects, etc.), and especially the many samples give a very good overview and can be used as a starting point for a new game.

My favorite quote of the weekend comes from martinpi:

“Memory Management am iPhone dürfte ziemlich intelligent sein, auf eine dumme Art und Weise.”

Overall, it was a very interesting and inspiring weekend – thanks to everyone involved!

Categories: development, games Tags:

AT.LANT.IS stress test – try all items for free!

August 4th, 2009 No comments

Tomorrow Wednesday Aug 5th at 19:30 CEST, we will organize a big stress test to challenge our AT.LANT.IS server infrastructure.

During the test, all items in the shops will be available for only 1 ORI, to encourage lots of item purchases and new avatar renderings at a short timespan.

So, if you always wanted to check out how that golden shark helmet fits you, register now and login tomorrow evening!

(As a side note, all beta users will receive 3 months premium membership for free !)

Categories: Atlantis, games, web, work Tags:

User generated content

July 23rd, 2009 No comments

According to the Playstation.Blog, LittleBigPlanet reaches 1 million user created levels.

Now, what I find really fascinating is: if you assume that even only 0.1% of these user generated levels is actually fun to play, this still leaves you with 1.000 enjoyable levels! Even if you only play a hundred of those only for 10 minutes, you have increased the time you spent playing this game by 16 hours (which is more than some games deliver out of the box).

Obviously, the problem is finding those 0.1% – market for a new kind of search engine? Are there cross-game UGC search engines already available?

Categories: games Tags: , ,

Student for a day

May 26th, 2009 No comments

The Donau Universität Krems is offering a free one-day workshop about computer game addiction:

Online Computerspiele nehmen eine immer größer werdende Rolle im Leben von Jugendlichen wie auch Erwachsenen ein. Nach einer repräsentativen Studie der Freien Universität Berlin spielen derzeit in Deutschland etwa 20% der 14 bis 64-jährigen regelmäßig online bei einer durchschnittlichen Spieldauer von 20,5 Stunden pro Woche. Etwa 5% dieser Online-Spieler und Spielerinnen zeigen mit mehr als 50 Stunden Spieldauer pro Woche Anzeichen einer Verhaltenssucht. Auch wenn die Spieldauer alleine keine Aussage über eine tatsächliche Sucht darstellen kann, so zeigen diese Zahlen doch sehr deutlich eine der zentralen Herausforderungen der stetig wachsenden Computerspielkultur: Pädagoginnen und Pädagogen müssen heute davon ausgehen, dass sich in jeder Schulklasse Computerspielsucht-gefährdete Schüler und Schülerinnen befinden.

Im Rahmen einer „Student for a Day“ Veranstaltung können Interessenten und Interessentinnen des Masterstudiums in MedienSpielPädagogik unverbindlich einem Workshoptag zum Thema Computerspielsucht beiwohnen. Der Workshop findet am 14.7. in der Zeit von 9:15 – 17:45 im Seminarraum SE 2.4 der Donau-Universität Krems statt. Die Teilnahme an diesem Workshop ist gratis.

Categories: games Tags: ,

AiGameDev.com premium re-opening

May 6th, 2009 No comments

AiGameDev.com

I worked with Alex Champandard during my time at Rockstar Vienna.

He launched his site AiGameDev.com a while ago, and is now re-opening the premium section:

We’ll be reopening the Premium Membership Area on Wednesday, May 6th. In the process of relaunching, we’ll fill you in on what’s changing in the world of game AI, show you the techniques and ideas you need to stay on top of, and give you a whole bunch of bonuses and extras from our very best content.

If you are even remotely interested in AI, check it out!

Categories: development, games, web Tags: