Category Archives: Interview
Interview: Epic’s Capps On Bringing Hardcore Flavor To iOS
Interview: Epic’s Capps On Bringing Hardcore Flavor To iOS is a post from: Best Iphone Apps Review Website
Epic Games is best known as the hardcore developer behind games like Unreal Tournament and Gears of War, but in formally moving its popular Unreal Engine 3 to Apple’s iOS devices, the studio hopes to bring hardcore flavor to iPhones, iPads and iPods.
The developer on Wednesday was front and center at Apple’s latest media event, showing off a sharp-looking UE3 demo dubbed Epic Citadel (available free) on an iPhone. Also on hand was Epic subsidiary and Shadow Complex developer Chair Entertainment, which revealed Project Sword, an iOS action adventure RPG that uses UE3.
The projects could be the beginning of a significant change at Epic. Here, studio president Mike Capps talks about how porting large games to an Apple iOS device can be done, gives details on licensing plans, and why “It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone.”
You put the Citadel Demo out now, and it represents a full game that’s coming down the road for you guys?
Yeah, and this is basically the environment, the castle space and everything which you saw there, it’s basically a “no, this isn’t fake, this really is real, it really does look this good” kind of thing, because the game won’t be out until later this season.
So Chair is developing the game?
Exactly. They’re the primary developers on the game side, and then Epic of course we’re working a lot on the tech with the Unreal Engine team.
Does Unreal Engine 3 now, for external developers, have iOS tools in it?
Well, we’ve got them internally, and we’re just starting to work with a few guys now, but yeah, absolutely, we’ll be putting them out to all of our Unreal Engine developers.
Do you use all of the exact same back-end tools, like Kismet and everything?
Yes. Everything’s supported. The difference of course is that it’s not quite as powerful a graphics processor as on the Xbox 360, so you’ll probably do some custom content work, but you’re using the same tool chain of UnrealEd and Kismet and the same physics tools and everything.
The Citadel demo is for 3GS and up. Is that also the specs for the engine, or is that up to developers?
That’s the current plan, because of the various shaders and things we have support for, that’s what we need a 3GS for.
Is there anything in the tool chain about scaling down products that are developed on console platforms, or is that something that people are going to have to do manually?
I think it’s going to depend on the title. I mean, if you’re really pushing the PS3 to the limits, then you’re going to need to do some rework.
But we’ve got some automated tools to help customize how draw calls are met for iPhone, but I think it’s probably going to be a mix of the two. Some people’s games are going to work just fine, and other games you’re going to need to do some custom work.
Obviously, art, particularly seems like it would be an issue. I mean, the character models for Gears of War, specifically, seem like they’d be very hard to translate.
It actually turns out that we get really high-resolution textures, which is the first thing you’d think about how “we’re going to have to dumb that down.” But you don’t, because you’ve got so much memory on an iPhone.
You’ve got 16 gigs of flash memory, which is way better, faster memory than what most people have generally on a home PC. So that stuff works really well. It’s the big environments that get really complicated on the rendering tools for iPhone. But yeah, we’ve got some tricks for it.
Do you see this as becoming a big area for the use of your engine? Do you see it becoming a big new space?
I do. I mean, with the expansion of the Unreal Development Kit, we’ve got hundreds of thousands of folks who are messing around with the tools doing smaller projects. So we’re not really just about giant triple-A console games anymore. Those are the ones — Mass Effect gets press, but there are lots of small hobby groups or casual gamers using Unreal Engine.
I think it’s perfect for them. It’s what they’ve been missing. It doesn’t take a whole lot of leaps of faith to say, “Right now, I can display from my iPad to my Apple TV on a big screen TV.” How far away are we from “that’s my game console, and it’s displaying wirelessly to my television set? It’s not far away.”
Yeah, I think that’s an obvious question for our space, when I was watching the Apple TV demo [on stage]. Is there going to be any game application? So far not, but like you say, it’s easy to imagine.
I wish I could say we knew, but this one was a surprise to us, too. It’s what we wanted to see happen, so I can’t wait to throw our engineers at it and see if we can get the latency we need to be able to play a game interactively over that wireless link to the Apple TV. I sure hope so.
Have you guys done a lot of messing around with Game Center so far?
Oh, yes. Absolutely. That was a big part of our demo today.
What do you think about it?
Well it’s enabling tech, right? I don’t have to worry about friends lists, I don’t have to worry about “How do I make achievements work, and how do I share them between titles?” I don’t have to worry about the interface. Which, as a developer, is huge, right? That’s something Xbox Live gave us. You don’t need to skin it. It’s good, it’s there, and it’s done, and you don’t have to do that part of the job.
And for us, that’s what Game Center does. It solves all of those problems. Basically, they got the benefit of seeing what everyone else did with the social networking space on game consoles, and they took all the best ideas and re-implemented them better, so I’m very happy with it.
How closely have you been working with Apple on getting Unreal Engine into the device?
We’ve been working with Apple for years, back-and-forth, on “How can we do something together?” But the hardware just wasn’t there for what we were doing with DirectX9-based graphics, that sort of thing. So, it’s only recently, since the 3GS, that we really started to take it seriously. It kind of surprised us how fast the iPhone tech moved, really, so when we saw what it could do, we’ve been moving ever since.
Obviously [Project Sword] is a very “Epic looking” game. It’s got a characteristic Epic feel.
It’s a role playing game, right?
I don’t know what it is.
It’s a “role playing action adventure,” I think is the phrase we used, so it’s a little different than our normal shooter-chainsaw game.
That’s true, but it’s definitely a high-power, high-3D kind of experience.
Yeah. It’s a game for guys. Or folks who enjoy it.
People who like Xbox.
Yeah, exactly. Yeah, it’s a core gamer game, right?
Do you see that as a new direction of this market?
I hope so. It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone. They’re doing a great job. For me it’s about, can we take the gaming experiences — not just Gears, but like Shadow Complex that we’ve done on other platforms, and bring that kind of quality to the mobile devices, and right now I feel like we can.
And you feel like, right now, the mobile devices have caught up with what you need to do that.
Absolutely. We can make a really solid, fun experience. The one thing we’re still working out is that your fingers are in the way of our beautiful game all the time. So if we can figure out a way to do mental interfaces, then we’ll be happy.
Have you guys thought of bringing Unreal Engine to 3DS or other competing platforms?
Well, I guess the right way to say it is that I’m at an Apple press event, so right now, all I’m thinking about is Apple.
Yeah, I know. And I guess the same would go for Android, and stuff like that as well, right?
Yeah, I mean, of course we pay attention to where the other tech is going and we have support for Tegra-based devices, and a lot of Androids are Tegra-based. But I just shook hands with Steve Jobs, so right now, I’m pretty high on Apple! (laughs)
Are you going to soft roll out the iOS tools into Unreal Engine?
That’s the plan. We’ve got a few of our licensees using it now, who’ve been testing it with us. So we’ll roll it out to existing licensees and then start opening up. I think [Epic VP] Mark Rein has a big plan for how they’re going to roll it out and make sure everybody’s using it.
Have you gotten a lot of demand and stuff from people you’ve talked to? Some of the publishers that have worked with it?
Oh, really, really, absolutely, yeah. It kind of surprised us honestly, that we’d be talking to one of the big-tier publishers, I don’t need to say who, and they’re porting games and they’re making tens of millions of dollars making fantastic games on iPhone. We had no idea that business was growing so fast, and they were so excited to be taking existing IPs built on our engine over to the mobile space, so we were like, “Gosh, we really need to get on this right away.” That’s really how we’re looking at it.
This is really a Mark [Rein] question, but I’ll ask you since he’s not here at the moment. For people who are interested in doing something smaller, more phone-oriented games launching at a 99 cent price, are you going to have licensing plans?
I think generally we’re going to be in the same range as the UDK, for folks who are just doing mobile — where, we don’t even want to know about until you start making money, because I don’t need 2,000 business relationships where I make 38 cents. It’s not worth it. But once folks get successful, we take a percentage off of that.
Because the UDK is targeted to a certain audience. I had a feeling this would be like that.
Yeah, free up front. If I could convince the Mortal Kombat guys to give me no money up front and 20 percent on the back-end, I’d do it, right? So that’s an absolutely fine deal. I think it’ll probably be royalty-based, so that it makes it easier for folks to get in and start using the tools and not worry about some big sticker price.
Quick Conversation with Ken Case from OmniGroup on Developing for the iPad
Interview: Firemint’s Peters On iPhone/iPad-Fueled Studio Independence
Interview: Ngmoco Acquires Touch Pets Developer Stumptown Game Machine
Interview: Unity’s Helgason Foresees ‘Rapid Period Of Innovation’ On iPad
Interview: Unity’s Helgason Foresees ‘Rapid Period Of Innovation’ On iPad is a post from: Best Iphone Apps Review Website
The much-hyped launch of the iPad stirred up a tide of enthusiasm among game developers, particularly those who’d been creating games for iPhone. And tech companies very quickly ramped up to support clients interested in exploring the possibilities on Apple’s new, large-screened touch tablet.
In particular, Unity Technologies, creator of the Unity 3D development platform, made a big and visible push with the announcement of version 1.7 of its cross-platform engine, which extended support to the iPad.
Announced just a day before iPad hit the States, it included a “Simulator” functionality that allowed developers to begin work on iPad apps even without access to the hardware, and Unity 1.7 also added support for universal App development — enabling titles that the company says will automatically work on all three Apple platforms: iPhone and iPod Touch as well as iPad.
The company tells FingerGaming sister site Gamasutra that the response from the development community was decisive and immediate, with most of its iPhone license base — thousands of developers, it says — “clamoring” to start porting iPhone content to iPad or to start developing new content specifically for the device.
At the iPad’s launch, the App Store already offered some 15 Unity-authored games specific to the device, published by companies like Disney, Warner Bros. and Chillingo. Overall, the company says over 600 games on the App Store in general were developed with its tech.
“The goal is always to give developers the ability to create content in the most interesting places,” Unity CEO David Helgason tells Gamasutra. “And when the iPad was announced, we had a sense that it would probably be pretty interesting, and probably pretty easy because we already support the iPhone.”
There was one challenge, of course — at the time the iPad was announced, despite all the excitement, “no one had access to the hardware,” Helgason points out. “It was essentially that we were lucky we had a lot of developers that wanted to do launch titles. Our current customers, and also some new ones… developed some really complicated things that Apple was interested in, and luckily we were able to access the hardware remotely.”
Among all the enthusiasm for iPad was also some skepticism; some wondered how game developers could benefit from what’s effectively a giant iPhone, while other industry-watchers wondered if the actual userbase would turn out to measure up to the hype.
“In a sense, we don’t need iPads to be a huge success for us to want to do it,” says Unity’s Helgason. “It’s extremely compelling for a lot of our customers and we want to serve them. However, I think it’s going to be quite big. My sense is that there will be a lot of interesting things going on on it.”
So what are the specific opportunities Helgason sees for developers on iPad as opposed to Apple’s smaller touch platforms? These are questions that remain to be answered by developers themselves, he reasons.
“The best way of figuring it out… is I was thinking back to the iPhone when it launched, and when the App Store launched. I remember there were a lot of assumptions about how people would use it; there was a lot of negativity,” he recalls.
“People were certain it would be very hard to control games, because you would have fingers in the way all the time,” Helgason continues. “Then, there was a rapid period of innovation which started happening a few months before it launched. Developers invented a lot of the mechanics, and ways to play those games… the games that give you direct control, that you physically move with a finger, were not really obvious to people.”
He foresees the same period of experimentation and refinement taking place on the iPad, predicting developers will explore that platform’s unique aspects and maximize them.
Just how complex was it to extend iPhone support to iPad? “There are some different customizations, but Apple has been extremely nice about keeping stable,” Helgason offers. “A lot of the stuff is completely unchanged, so there weren’t actually a lot of things that had to be done. I really think the onus will be on the developers to figure out what to do with the expanded screen.”
For some people, being able to serve titles to both iPhone and iPad will just be “nice incremental revenue,” Helgason suggests. “If you’ve got games working on the iPad already, everything is going to basically run — and then, yet, it’s going to be interesting to see what kinds of new things will end up there.”
One application of the tech that Helgason is particularly enthusiastic about that often doesn’t get as much attention is the educational space, he says. Unity clients are developing iPad apps for use in schools, in medical simulations and more outside of the games space. “We definitely have a lot of those [clients],” he says. “It’s been a while since we did a proper tally, but a little while ago we estimated 30 percent of our users are outside the games space.”
“It’s really compelling, because the skills are often in part the same, but they use it for different things. But as for games on iPad, it remains to be seen which types of titles forge lasting success.
Helgason recalls hearing a client say that “if you’re using Unity for the iPad, there’s absolutely no excuse not to put the same game in the browser,” he suggests. “I’m sure you’ll see a fair amount of that, and other types of cross-platform things.”
Adds Helgason: “We’ve only seen this happen fairly recently, people getting serious about having games that span different devices that actually work with real-time multiplayer or asynchronous multiplayer.”
[This news item was written by Leigh Alexander and originally appeared at FingerGaming sister site Gamasutra.]
Interview: The Upside Of Downsized And Desperate
Interview: The Upside Of Downsized And Desperate is a post from: Best Iphone Apps Review Website
Corporate statements often categorize layoffs as “business as usual” or just the “nature of the business.” But that rationale doesn’t really lessen the blow when you’re blindsided with a pink slip.
Take, for example, Downsized Games, which appeared on the radar last week. Formed by four recently-laid off workers from Electronic Arts’ now-defunct subsidiary Pandemic Studios, the new studio took its collective frustration (and newly-found free time) and dumped it into a creative work with a humorous premise.
The studio’s first title, BulleTrain is a satirical iPhone game that pokes fun at EA and the dreaded corporate machine. It’s set in 2124, when “bullet trains” are used to deliver goods from point to point. Your small shipping company on planet Glendon-19 was acquired by “Elaborate Acquisitions,” which is in cahoots with powerful railroad barons led by “the dastardly JR.”
The analogy is clear to anyone who follows the games industry: Electronic Arts, under CEO John Riccitiello, acquired Pandemic (headquartered on Glendon Ave. in L.A.) in 2007, along with BioWare. Late last year, EA closed down Pandemic, and the four-person Downsized crew, along with about 200 other workers, were laid off.
With a humorous backdrop that poked fun at megapublisher EA, Downsized was able to cut through the noise created by 25,000 other App Store games. Some might call it a cheap way to get press, but what it amounts to is savvy marketing, even if it’s “marketing” in the loosest sense.
“As far as the backstory is concerned, like all video games it was just an afterthought,” said Downsized artist Manny Vega. He formed the studio with fellow ex-Pandemic employees Andrew Mournian, Zach Haefner and Ariel Tal.
“One day Ariel was asking me if we were going to have a main villain and a backstory for the hero, so I said, ‘why not,’” Vega said. “That was the extent of our evil plan. We tossed a few ideas back and forth and were laughing our asses off, so we went with it.”
The internet caught wind of Downsized’s website, where Vega and his cohorts listed a few details about the game, which the studio had yet to formally announce. Even without an official announcement, the premise alone was enough to stir up interest.
“We certainly were not prepared for this to go viral yet, but I can’t say that it hasn’t been awesome,” said Vega. “Hell, at this point I think we’re getting more press than The Saboteur got” — a reference to Pandemic’s final game.
BulleTrain, inspired by an episode of FireFly called “Train Job,” is currently in its alpha stage, with most of the gameplay and code in place, Vega said. After some additional polish, he hopes to release the game onto the App Store in May this year. “We knew we hit the mark when we tweaked our demo for [Game Developers Conference] and everyone who tried it died the first time, but insisted that they needed to try again to do better,” he added.
Vega said EA held a post-Pandemic closure job fair that would place some of the former employees at other EA studios. But programmer Tal told Vega about how he got a Unity engine-based game up and running in just two days. That’s when they assembled a crew and started brainstorming ideas, and BulleTrain was born.
“Honestly we just figured it would be fun to make something of our own, and that we could show it off as we continued the job hunt. At this point, we’re all excited about it and we’re hoping Downsized can be much more,” Vega said. “As far as I am concerned, this is the place to be in the industry… unemployed and desperate.”
The studio has “so many other ideas in the pipeline,” he said. As Unity is multiplatform, “You’ll see an Android BulleTrain and more games for Xbox Live Arcade, Wii and anything else they open the engine to,” according to Vega.
While he admitted that EA’s closure of Pandemic stung, he’s optimistic about the future of Downsized, even as the studio has yet to prove itself with a proper product launch. In the end, he thinks that maybe getting canned was just what he needed.
“You can see when developers are just making games for the paycheck, and no matter how skilled they are the game lacks that ’sparkle.’,” he says. “If we ever get to that point, I hope EA buys us for a ton of money and then shuts us down. It’s a hell of a wake-up call.”
And if he ever ran into EA’s Riccitiello, he’s confident the exec would find the BulleTrain spoof humorous. “I’m fairly certain that should I ever get the chance to talk to Riccitiello face to face, he would laugh at the image of ‘JR,’ who resembles the old pervert from Family Guy and nothing like Riccitello himself, who is a handsome man and very, very benevolent.”
[This news item was written by Kris Graft and originally appeared at FingerGaming sister site Gamasutra.]
Road to the IGF Mobile: lilt line’s Gordon Midwood
Road to the IGF Mobile: lilt line’s Gordon Midwood is a post from: Best Iphone Apps Review Website

[In the second in a series of Road to the IGF Mobile interviews with 2010 Independent Games Festival Mobile finalists, FingerGaming speaks to lilt line developer Gordon Midwood, whose game is currently competing in the Best Mobile game category, having won the IGF Mobile award for Audio Achievement.]
Gordon Midwood, developer of “retro rhythm racing beat ‘em up action game with a dubstep flavour” lilt line, has come a long way since FingerGaming spoke to him nearly a year ago. Initially quite cynical about how his rather unique game would perform buried under a storefront filled with tower defense games and… iPhone butts, lilt line has recently seen great success, winning the IGF Mobile Audio Achievement.
Heading into the festival, FingerGaming had the chance to speak to a cheeky Midwood about the evolution of lilt line and his recent good fortunes.
What is your background in game development?
I have more of a background in web games than in traditional development. Online is definitely where I cut my teeth initially. As soon as I stopped trying to eat the cables that soon cleared up though.
I did once have a short stint at Electronic Arts doing the frontend for a well-known racing franchise. The working conditions were a little too crazy for my liking, although to be fair to EA they did tell me in the interview that I would be getting the full Burnout experience.
Independent game development definitely suits me best though, freed from commercial reality and the oppressive opinions of co-workers!
Can you tell us what development tools you used to create lilt line?
Sure, well the iPhone SDK for all the coding obviously, and a level editor in Flash to make things easier there. Marking off beat points in the audio was done using a bit of Mac software called Amadeus. Oh, and I did a fair bit of the coding on a little Dell Mini9 hackintosh on the train on the way to work.
How long was the game in development?
About 5 months in total. To be honest I was unfamiliar with Objective-C and all the iPhone stuff beforehand and it was all done in evenings and weekends. So it would have been a lot quicker if I was on it full time and actually knew what I was doing.
How did the initial concept come about?
I basically just wanted to make an original rhythm game. I had this idea of a side-scrolling thing which generated music according to the challenges of the level so I just started building it.
How important was it to have a close working relationship with musician 16bit throughout the development process?
It was crucial definitely; the music determines the levels so the selection of the right tracks, which we did together, was vital. They also gave me access to unreleased stuff, delivered audio split up in the right format and so on. In fact the whole way through 16bit have been awesome and massively supportive.
Would you think of working on another music game in the future, perhaps featuring something outside the realm of dubstep?
Absolutely. In particular I would love to make a prog rock game featuring massively meandering 30 minute levels!
In fact there are loads of crazy music genres I would like to see better represented in gaming. That’s the theme of my talk at the GDC, so you should come along if you are around and interested in listening to ten minutes of abrasive music and dad jokes.
You released a pretty substantial update at the end of last year which included several new “tracks”. Was it successful from a creative and financial standpoint?
The new tracks are definitely my favourite ones of the lot, and people have given very positive feedback on them. I loved making them because I could just let loose and make some properly difficult levels, which is my natural tendency anyway. So that’s the creative bit answered.
From a financial point of view the game sold a fair few more copies on the back of the update, but the difference was not massive. No matter, I’m very happy with the new levels and am glad I made them. It seems to have stopped people whining about the game being too short as well, and you can’t put a price on that.
If you could reset and start fresh on development of lilt line, what would you do differently?
Nothing.
Have you played and enjoyed any of the other IGF Mobile finalists?
Yes indeed they are all clearly excellent games, and I’m very flattered to be in their company. Sword & Sworcery looks beautiful and tickles my fancy a lot. I thought Minisquadron was a blast to play through too. I also enjoyed playing Spider, although the one thing that really spoiled the game for me is that the main protagonist had too many legs.
What do you think of the current state of the indie scene, particularly in relation to the mobile space?
Mobile independent gaming is a fascinating area at the moment. You’ve the iPhone explosion, increasing proliferation of Android and even the Windows Series 7 thingy with its Xbox thingy. I think it is a superb area for any independent to try to make a breakthrough. I have my suspicions about its profitability long term though; PC and console alternatives still lead the way there in my opinion.
In general, I would say that the vast majority of creativity and original thought in gaming is coming from indie games these days. I think the scene is in excellent shape. The barriers to entry are lower than ever and the amount of attention being paid is higher than ever.
The upshot of all of this for me personally is that one person making a minimalist dubstep game in his pants at 3am in the morning can eventually get nominated for an IGF award, for which I am very grateful!
Developer Profile – Daniel Zandelin of Donut Games
Developer Profile – Daniel Zandelin of Donut Games is a post from: Best Iphone Apps Review Website
Donut Games is the developer/publisher of well over a dozen iPhone games including fan-favorites like Rat On A Scooter XL, Comet Racer, and Cows in Space. Officially titled "Swedish Game Development Group AB," Donut Games has all of their games available in flash form on their website, where they can be played for free. With a arcade-like menu and three-star rating system for the levels in all their games, Donut Games has earned a large fanbase by consistently providing simple, quick experiences that draw players in for more, usually with a focus on increasing high scores.
I got the chance to find out a little bit more about one of the important faces behind the company, Daniel Zandelin, one of the founders of Donut Games.
Touch Arcade: What is the history of Donut Games as a company?
Daniel Zandelin: We're a small team of game enthusiasts, with roots going back to the good old days when the 8 and 16-bit gaming systems evolved. As a kid in the '80s I was quickly sucked into the intriguing gaming world of the Commodore 64, and together with my older brother, Ola, I grew an early interest of developing our own games, which lead to a bunch of quirky, buggy BASIC-games. Many years (and programming languages for that matter) later, in 2003, Ola started his own indie company to develop shareware games, and a couple of months later I quit my current job to join him.
The shareware market, which had just started to transform into the casual games market, was a blast! You could be a small team of 2-5 people and release quick, innovative downloadable games on the internet without the need for large budgets, and our titles (which we released under the Arcade Lab brand) were very well receieved.
As the casual games space and its portals grew more mature, productions grew bigger and a few certain genres got established and didn't leave much room for creativity or variety. So in 2006 we launched DonutGames.com, which started off as site for our Flash games. This project would give us our much needed room to play with new concepts and try out new ideas or whatever fun or crazy thing that popped into mind. When Apple announced the AppStore in 2008 and we started to dig deeper into the specs and SDK, we realizied this was the perfect platform for us: a device that you can carry with you anywhere you go, a store that is open for all and an excellent hardware to build your apps upon.

Comet Racer, one of our favorite creations from Donut Games
Touch Arcade: What exactly is your role within Donut Games? Could you tell us about some examples of your contributions to some of the company's games?
Daniel Zandelin: My role differs from one game to another, but my main areas of involvement are programming, sounds and last minute tweaking. The creation of a Donut game typically follows this flow: Ola, the concept master mind, brings up a new idea for a game, decides a theme to go with, and creates a mock-up of the basic artwork needed to get started. A programmer picks up the game and makes it playable, and we evaluate the result to see which elements are in place and what can be improved.
Once the basics are in, the level designers start working on the levels, and may eventually request more features from the programmer. In the last phase, I start working on the music and sounds. Once they're in, it's time for the final tweaking, which may or may not include additional visual effects, an extra mini game, and other last minute adjustments to make the game feel more solid. Simply put, Ola starts off the games, I finish them, and the whole Donut team is involved in the in-between.
Touch Arcade: What's the weirdest thing that has ever happened to you during your time with Donut Games?
Daniel Zandelin: This happens occasionally: When I'm sitting in a public place and a stranger next to me picks up an iPhone and after a few seconds I realize they just launched a Donut game. It's a weird feeling!

Rat On A Scooter XL, one of Donut Game's biggest sellers
Touch Arcade: If you had an unlimited budget to create an iPhone game, what sort of game would you make?
Daniel Zandelin: Back in the '90s, me and my brother started working on a really whacky point-and-click game for the Amiga in which players controlled a crazy kid with long greasy hair called Matthew. I don't remember all of the details of the story that we came up with for the game, but Matthew owned a tiny, aggressive poodle and had a secret band in his cellar together with his best friend who owned a shabby old Hammond organ. It would play like a “Get item A to unlock item B, use item B to find item C” sort of game, but instead of logical puzzles it would involve things like flushing yourself down the toilet to find certain items. I'm not sure everyone would appreciate a game like that for the iPhone, but if money was no issue it sure would be fun to bring this old concept to reality.
Touch Arcade: What is something that you'd personally like to do in a future game release?
Daniel Zandelin: I know that this may sound dull, but I'd like to continue with what we're currently doing. We have great fun creating these games, our model works really well for us and our fans seem to enjoy what we're doing.
Thanks Daniel. Check out Donut Games' catalog on the App Store. Daniel is username DonutGames on our forums.
Interview with 2ergo, Developer of The Guardian iPhone App
Interview with 2ergo, Developer of The Guardian iPhone App is a post from: Best Iphone Apps Review Website
The iPhone App Review recently spoke with Chris Brassington, Group Managing Director of development studio 2ergo. He shares his experiences developing one of the most successful paid news apps on the App Store – The Guardian.
1) How long have 2ergo been designing apps for the iPhone?
We’ve been in the iPhone app development business for over a year. Our first application was launched in Australia in February 2009. Since then, we’ve developed iPhone applications for Rightmove, Arsenal Football Club and The Guardian in the UK, as well as FOX Business in the U.S., and Cricket Australia in partnership with Vodafone Hutchison Australia, with quite a few more on the way. Most of these apps went to the top of their categories in the iTunes App Store within the first week of release and were selected as “Featured Apps” at release. The Rightmove and Arsenal FC apps were also featured in the “Best of 2009” chart.
2) 2ergo has partnered with big names in the past like FOX News, National Geographic and The National Guard to bring apps to mobile platforms. What were the initial successes that lead to these deals?
We’ve been working with large media companies for many years now helping them to extend their reach to mobile phones through mobile websites and interactive messaging campaigns. Creating applications for the iPhone and other smartphones is the next step in a brand’s evolution to mobile, and we’re excited to be able to provide these services to our clients. As well as designing and developing iPhone apps, 2ergo’s product portfolio includes an innovative suite of mobile publishing, content management, interactive messaging, ticketing and couponing, mobile payment, and security solutions to deliver a comprehensive, 360 degree approach to mobile marketing and mobile customer communications.
3) How much work is involved in bringing an app like The Guardian to the App Store? Can you give an indication of the number of developers on the team?
Each application is different, but 2ergo has an in-house team for design, development and QA of smartphone applications. This allows us to leverage our past experience to create effective designs that are technically scalable and 100% reliable.
4) Some high-profile magazines recently brought to iPhone such as GQ and Esquire have chosen a pay-per-issue distribution method, whereas The Guardian has adopted a once-off fee – how did you come to this decision? How do you think this decision has affected your sales?
The decision regarding how to monetize the application was made by The Guardian.
5) 2ergo develop iPhone apps on behalf of other companies – to what extent are you also involved in the promotion and marketing of your products for your clients?
We offer marketing and PR support to the extent that it’s required by the client. We’ve had success getting our clients’ iPhone applications mentioned in the press by working in close partnership with our clients’ PR and marketing teams, throughout the launch and beyond, depending upon their individual requirements.
6) With over 100,000 apps now available, what do you believe it takes to succeed in the App Store? Do you have any advice for developers new to the iPhone market?
With any application, it can tough to break through the clutter, but it’s important to develop an application that is useful, easy and fun to use for the end user. Our clients typically have strong brand names, and we can help them leverage that to bring their audience to the mobile channel.
Apps have put brands straight into the hands, hearts and minds of their core customers, their popularity proven as more than 100,000 apps are now available in the iPhone App store. This is only set to rise as more and more consumers choose smartphones. Brands have fallen over themselves to create buzzworthy apps, but the best apps – and those that will achieve cut through as the market grows – will be those that deliver the best consumer experience and give the end user something useful rather than gimmicky.
7) Where do you see the app market in 12 months?
We expect to see more advanced applications as enabling technologies from the carriers and device manufacturers become available, and brands will take advantage of this to drive more consumer attachment and value. Consumers will be willing to pay for useful applications, but they’ll become more selective about which apps they maintain on their devices. App stores will become better at helping users find and share the best and most useful apps. Finally, we expect to see more devices enter the market which support apps but are not necessarily phones.
Are there any new titles from 2ergo in the pipeline?
Yes! We have a few in the works that we’re developing for our clients, but we can’t talk about them just yet.
The Guardian is available now for download on iTunes.
Interview with Tom Frencel, CEO of Little Guy Games
Interview with Tom Frencel, CEO of Little Guy Games is a post from: Best Iphone Apps Review Website
The iPhone App Review recently spoke with Tom Frencel, Chief Executive Officer of Toronto based development studio Little Guy Games. He shares his experiences developing the new game Battle Blasters for the iPhone and iPod Touch.
1) How long have Little Guy Games been designing apps for the iPhone?
We started the company in April 2009 with the focus of developing for the iPhone/iPod Touch platforms and we’ve been developing for the iPhone since then.
2) Where did the idea for Battle Blasters come from?
The idea of developing a 1-on-1 fighting game was brewing in our heads for a while, since we are big fans of the genre. The touch screen presents a unique gaming interface that we felt should be embraced rather than circumvented with the imposition of a D-Pad on top of it. Hence, we knew that the traditional side view Street-Fighter-like fighting mechanic was not going to be ideal for the type of game we wanted to make.
One day we thought about the simplicity of Pong, and decided to play around with that mechanic, except “reverse it”. That is how Battle Blasters was born. We started prototyping it and were increasingly happy with what was emerging from the many prototypes that we did.
3) How did you go about bringing this idea to the iPhone?
Well, like in any game that’s trying to do something new, we needed to discover the fun. The discovery phase can be very frustrating, but it’s also one of the most rewarding aspects of game development. After many, many prototypes and trying out various approaches, we finally started converging on a system that felt compelling to us. Once we found a solid base, we started building on top of it. We wanted to keep the game simple and clean and hence took a minimalist design approach.
In terms of the business side of actually funding the development of the game, the Ontario Media Development Corporation (OMDC) and Telefilm have both been instrumental to the development and productionof Battle Blasters. We could not have made this game without their support.
4) Being a new game, how are you going about promoting Battle Blaster to iPhone gamers?
We are staying active on the Touch Arcade forums, listening to what the players are saying about the game. Their feedback is essential in making the game better via updates.
In addition, we are trying to get the game reviewed. Some review exposure should help us in getting the word out about our game.
Finally, we will continue to support the game with more features and more content. This is a long-term investment for us and we want Battle Blasters to become a competitive game where players can have fun, online battles against each other.
5) What do you believe it takes to succeed in the App Store?
Gameplay is key. High quality and production value won’t hurt either. Leveraging trendy play mechanics and packaging them in a compelling visual style seem to have worked very well for many developers. Others have proven that total innovation in game design or visual direction can also be very successful. I don’t think there is one clear path to success. If there was a known formula, everyone would surely be exploiting it;)
6) Do you have any advice for developers new to the iPhone market?
I would say study the App Store as well as the Flash gaming market. There are definitely some visible congruencies between the two. Experiment with new gameplay mechanics and find something that you can get behind, because your motivation will be important in what sometimes can seem like a lengthy development process. Leverage the iPhone gaming community to help make your game better via focus testing, Beta testing, etc. And most of all, have fun with it!
7) Where do you see the app market in 12 months?
That’s a tough question. I think it will definitely continue to grow. I think the social gaming element will begin playing a larger role in the market. We are already seeing big evidence of that. Faster Carrier networks will also enable better connected experiences. Think XBLA/PSN type of connected gameplay on your iPhone. It’s already here, but it will become much more mainstream. And, of course, there will be more hit games made!
Are there any new titles from Little Guy Games in the works?
There are a couple of titles that Little Guy Games is prototyping at the moment, but we are also working hard on continuing to support Battle Blasters with new features, new multiplayer modes, and new content.
Battle Blasters is available for download on iTunes.
Interview with Reto Senn, iPhone Developer at bitforge – Creator of the Game Orbital
Interview with Reto Senn, iPhone Developer at bitforge – Creator of the Game Orbital is a post from: Best Iphone Apps Review Website
The iPhone App Review recently spoke with Reto Senn, Chief Operating Officer of bitforge. He shares his experiences developing the award-winning game Orbital for the iPhone and iPod Touch.
Interview for thephoneappreview.com with Reto Senn, COO, bitforge
How long have you/bitforge been designing games?
Bitforge was founded in Spring 2004 – our goal was to create high quality mobile games. Personally, I started programming mobile games back in 2003 when the first mobile phones with color screens appeared. It was a chance for small teams to create high quality titles. We were quite successful with our JavaMobile games, but the iPhone was quite a game changer.
Where did the idea for Orbital come from?
Adrian, the coder for Orbital and CTO of bitforge, was playing a game on his Android phone. He just wouldn’t stop. The game was black and white and pretty awful yet quite addicting. We found that the game was based on Gimme Friction Baby (http://www.addictinggames.com/gimmefrictionbaby.html). Andreas (CEO and Project Lead for Orbital) started playing online and just couldn’t stop. It took some time for them to convince me to play the game when I got addicted as well. As we were looking for a simple yet addicting concept we knew that was something we wanted to work with. One button games are something that appeal to us as mobile developers. There was a whole wave of them (and pretty good ones) on Java phones.
How did you go about bringing this idea to the iPhone?
We collected ideas on how to improve the game, started toying around with them until we took away everything that didn’t quite work or wasn’t fun to us. So the game is an essence of all our ideas. We also spent an incredible amount of time polishing the game. And we tried to push the limits on the graphics side. Andreas is very picky on subtle details so he pushed Adrian to the limits. But I think it was worth it.
How has Orbital performed on the App Store?
We had some success, especially when we were featured by Apple. Interestingly the game is doing very well in Japan, where it went to second spot in the puzzle games category and is still doing well there. We never hit a top spot though.
Have Orbital’s sales met your expectations? What do you believe it takes to succeed in the App Store?
We had some sales, so we’re not unhappy, but we expected more. The game has had great reviews, and people who bought it love it. So there’s definitely potential. As pointed out by Sam Dalsimer, we didn’t quite manage to create a hype. Currently it’s very difficult to get to the people if you’re coming with something brand new. It helps if you have a mass market brand which is recognized by people. Having a fan base and a community also helps.
Do you have any advice for developers new to the iPhone market?
Have a free version at launch, go with a PR company (e.g. triplepoint) and try to get as much coverage as possible.
Where do you see the app market in 12 months?
Some people were lucky when the app store was young. This will fade. The gold rush will be over, some will have managed to make themselves a name and to succeed, the others will stop creating apps. So there will probably be less new apps but the average quality should also be improving. And free apps will be replaced by apps with in-app purchase models, except for mobile advertising apps.
Are there any new bitforge titles in the works?
We are working on a game that won’t be released under our own name, and we’re thinking about our next title. But we’re not in production yet. Plus there are some other things going on with Orbital that I can’t disclose yet.
Interiew Questions and Answers
Interview Questions and Answers
Interview Questions and Answers is a post from: Best Iphone Apps Review Website
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Interview: David Papazian and Mobigame Post-Edge
Interview: David Papazian and Mobigame Post-Edge is a post from: Best Iphone Apps Review Website

The year-long, on-again, off-again relationship between Mobigame’s Edge and Apple’s App Store has been covered. In full.
However, it should come as no surprise that a lengthy interview with the developer’s mouthpiece, David Papazian, about the company’s direction and recently released minimalist puzzler, Cross Fingers, would largely trend toward the controversial events of the last year. Edge is, unfortunately, known more for the controversy surrounding it than it is for being one of the early examples of App Store exceptionalism.
Yet despite Mobigame’s dark cloud hanging over the entirety of the following interview, an exhausted-sounding Papazian remained positive, open and forward-thinking. He discussed with FingerGaming, among other things, the new talent they’ve brought on board, the interesting stopgap that is Cross Fingers, and the space within the App Store for true independents moving forward.
Note that since this interview was conducted, Edge had been pulled from the App Store, but has reappeared under the new title Edgy.
So how many of you are there at Mobigame now? Is it still just you and Matthieu?
Today we are three at Mobigame. Thomas Volbrecht joined us last week to work with us on our new game. Thomas worked at Mekensleep previously. He was senior programmer on [Nintendo DS puzzler] Soul Bubbles. He is very talented and creative, which is not usual for a programmer. We also work with external musicians and graphists depending on our needs.
Assuming you’ve just recently started development on your new game then, when did work begin on Cross Fingers? It’s brief yet meditative — sort of like a direct answer to Edge, and the controversy surrounding it.
Matthieu had the idea of Cross Fingers during our trip to San Francisco for the GDC in March. After winning a Milthon (French equivalent of the BAFTA) and two IMGA (International Mobile Games Awards), we received three nominations for Edge at the IGF, but we did not win any prize there.
As you can imagine it was [a disappointment] — we wanted to bring something back in Paris for the musicians who made the excellent soundtrack, “Edge – Sweet music from the game”, but the award for the Best Soundtrack went to Secret Exit, so congrats to them.
During the GDC I met Steve Demeter. He told to me that he liked our game a lot, and I told him the same about his game (Steve is the creator of the brilliant Trism), he also told me to be happy with that — we were very lucky to be nominated anyway — and he was right.
We also had a really good contact with Stephane Thirion (creator of Eliss, a very innovative multitouch arcade puzzle). We met also some cool people at a party at Ngmoco office, etc. Just to say that we were at the heart of the iPhone community, and it was very inspiring.
During a dinner in a Mel’s restaurant on Van Ness Avenue, Matthieu started to draw geometrical shapes on the tablecloth — Cross Fingers was born. In fact, the first name of the project was “Click Clack”. We started to work on it in May, after the release of the last big update for Edge.
The idea was to make a simple game after spending two years on Edge, to take a breath. But it was really more complicated than expected, firstly because we spent several days in all the wood shops of Paris to find the perfect wood textures — we tried a lot of them.
Then I had to build a solid engine that could handle the collisions of several moving blocks of different shapes. If you did not notice the game is in full 3D. There was a lot of work to extrude, bevel, triangulate and illuminate the shapes.
While we were creating the levels (Matthieu did almost all the levels) we found the name Cross Fingers, somewhere in June — that’s what your fingers do naturally when you play the hardest levels of the game. Of course there is also a wink at our recent story. We received a lot of emails of support with this bottom line: “fingers crossed”.
Matthieu and I spent the last 6 months dealing with the controversy surrounding Edge, and on the development of Cross Fingers. In August Matthieu had an accident, he broke his foot while playing basketball. That [slowed down] a lot the development. He has still some difficulties to walk but he should be 100% healed in a week or two. (The previous year he broke his hand with a bad fall while playing soccer.)
So, 6 months is pretty long to develop a puzzle game, but we are pretty happy with the result regarding our past misfortune.
How old were you guys when you began working on Edge?
The idea of a game based on a rolling cube came to Matthieu in 2004; he was 26 and I was 25.
The development started in 2006, and we released it in December 2008.
I feel as if this is something I should know, but had either of you any experience working on a commercial release up until that point?
We worked at Gameloft in the past.
That’s incredible. So you put this huge amount of time and effort into Edge only to see it pulled from the store in a few months. How did you guys, Mobigame, manage to sustain yourselves, creatively and financially?
We worked more than five years for other companies like Gameloft or Lagardere Active Broadband before starting Mobigame, so we had some money left. But it was clearly not enough.
We received some help from the French government — as an innovative company, Mobigame does not pay all the usual taxes, and Matthieu and I received some indemnity because we were unemployed (it is a kind of insurance from our past salaries). It is the way that many people create companies in France. Personally, I also received some help from my father during the hardest months.
Everything is easier if you have some good friends and family. They were really interested in our project and it was important to share this with them. After all our effort we were really happy to see that the game was successful on the App Store.
And four months later the nightmare began. We don’t regret anything. It took more time than expected but Edge will be released on all mobile phones soon, and we are working on DS and PSP versions as well. Other platforms should follow.
Did the success of Edge spur you to become platform agnostic, or was the intention always to develop for multiple platforms?
We are platform agnostic. Our intention with Edge was to make a game dedicated to all mobile platforms. Now we think that the game could work also with a keyboard or a joypad, and we want to develop more games on all platforms. One of the first rules in business is, “Do not put all one’s eggs in one basket.” It makes a lot of sense to us today after what happened.
But, do you think this is applicable to iPhone development as a whole? Especially with the large developers now going free-to-play with optional DLC, it’s getting much harder for indies, especially at “premium prices”, to get a foothold in the store. Does this mean developing for the iPhone as an independent almost necessitates a multiplatform strategy?
iPhone development is really tricky today. In the past months we saw some successful games in the indies, like Canabalt, and a lot of sad stories like Stoneloops! / Luxor, or our own. All of those games are multiplatfrom.
Apple does a great job, the market place is great, the development kit is great and their marketing team does an impressive job to contact and promote developers when they like a game. But there are just too many games! How many clones of the same game can we find? It is true even in the large developers’ catalogs.
There is still a place for innovation and creativity on the store. Apple promotes major companies on iTunes, but also the developers who can provide innovative concepts.
We just released Cross Fingers dedicated exclusively to the iPhone. We will see if we chose the good strategy. But, if you can, you must think to a multiplatform strategy, create an IP, and make it famous on every game platform. This is the basics.
The iPhone market will be really different in a year from now, and no one can tell if Apple will release a new iPhone — a new platform — next summer. Free-to-play is a nice idea from a business point of view, like an addictive arcade machine with a free first credit. I don’t know if customers will like this but I am sure we will still find amazing traditional games made by indies on the iPhone / iPod touch in the future.
Staying on the idea of free-to-play versus paid apps for a moment, and by extension larger, more resourceful publishers versus indies, do you think this is something indie developers should embrace?
Zynga said a few months ago that iPhone monetization was “below expectations”, but at the same time it’s burgeoning elsewhere. We consistently see really talented indies undervaluing their games at a dollar, two dollars… do you think this is at all a viable solution to the problem of apps often being seen as a disposable entertainment, at a few bucks a pop?
As a gamer I feel that free-to-play is a vicious strategy to sell me something, like a Trojan horse. But it depends a lot on the way it is implemented by the developers: if it is a part of the game design, made of episodes or to push the experience further, or if it makes sense regarding the gameplay, then maybe it can be a good way to sell a game, even for an indie.
For our game Edge we increased the number of levels from 26 (version 1.0) to 46 (version 1.31) in a few months with free updates. That’s possible on the iPhone. It is a reason why this platform is so great, and that’s probably something that our customers really appreciated.
What are we waiting for as a gamer? An innovative game or an innovative business model? Free-to-play has been introduced as a solution to piracy, like massive multiplayer games were a solution to piracy on PC. Apple did not expect the huge success of the iPhone as a gaming platform, and now there are too many games, and not enough protection.
If you can not afford a good marketing campaign, selling a game at more than $3 today is really risky. But dropping the price of an app to $1 is not a solution for an ambitious game, if you spent 6 months to make it, you will have to be in the top 100 for several months at least to make a living at this price. Especially if you are in Europe with a very strong euro.
But how many games are released each month? There are already 100,000 apps after 15 months of existence, maybe 90% of those apps are clones of other apps. So I would say that you have less than 1 chance in 100 to make it.
We will probably try our chance at this price category soon, but we thought a lot about “cheap marketing”, the visibility of the game, the innovation in the game design, the quality, and the most important, we made games which do not exist yet and which we would like to play. The platform is very young, natural selection is operating, and as always with natural selection, be innovative if you want to survive.
That’s very true in that, despite things kind of “glomming”, finally, the App Store is still in the growing stages. What do you think Apple can, or needs to do about the situation of trademarking and copyrighting (a situation that you’re all too familiar with) and, more frequently, the tricky situation of content approval, which honestly seems quite arbitrary at this point?
At first I would say that the App Store is the place to be right now for the indies, and we can all thank Apple for that. But there is a major drawback to this. The review team of Apple cannot check if each game is original and if it does not infringe upon someone else’s rights.
Nevertheless, one could ask how was it possible to buy Duck Hunt or some Game & Watch game on the App Store? If it was a freeware I could understand, but selling an exact clone of a very famous game for $1 is really amazing. Obviously some mistakes have been made in the past. Apple was a newcomer in the mobile game industry but I believe that they did the right thing to prevent this from happening again. There must a lot of gamers in their review team today.
At the same time some games like Edge or Killer Edge Racing are on the edge while we are discussing because someone complained to Apple that those games infringe “his trademark”, and Stoneloops! has been removed from the store simply because the developer of Luxor asked Apple to do so, claiming it was a clone of its game. Luxor and Stoneloops! are color matching games with marbles like Zuma which is itself a clone of Puzz Loop.
[Note: Stoneloops! developer Codeminion says accusations included "infringing Luxor copyright, confusing customers, stealing Luxor’s look & feel and even stealing their source code." An official statement from Mumbojumbo can be found here.]
We know that Apple is very prudent in legal matters, and we perfectly understand their position. But, and that’s important, every iPhone developer signed an agreement with Apple. It says that we are responsible for any liability to Apple because of a claim that our applications infringes upon another party’s rights.
In a way Apple prefers to remove a game from the store to protect itself, but also to protect the developer. It also says that the developer is responsible. It is why I believe that in some cases Apple should not take a decision before a court made a judgment since they are not responsible.
For our own case, we explained the situation to Apple, a lot of documents have been exchanged, and our solicitor Alex Chapman of Sheridans in London helped us a lot thanks to the fund created by the Chaos Engine. Apple took the time to study the case in depth. I am sure that they will do the same with the developers of Stoneloops! (my point of view would be different if the attacker was the developer of Puzz Loop).
You see, it is not an easy task. Some cases of copyright infringement like the clone of Nintendo’s classic Duck Hunt are obvious, and some other cases will demand a lot of work of Apple’s legal team because some people will try to abuse the system.
I don’t think that Apple could increase its staff to solve the problem because it does not make sense to hire more people to review free, or $1 apps. Gross revenue is probably not growing as fast as the number of apps.
If we want to avoid all those issues, we have to accept that the App Store could close its doors to a lot of developers. Decreasing the number of apps is the only way to increase the quality of the service. But that’s surely not what developers and customers want today.
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