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iPhone Development
                        for Indie Developers
                              Parveen Kaler
                            Smartful Studios Inc




Monday, July 5, 2010
Photo Credit: Sigalakos (Flickr)




                       Strong Opinions
Monday, July 5, 2010
Monday, July 5, 2010
1) Market Share



Monday, July 5, 2010
Retail Music Market Share




                         19%              15%




 Source: NPD Group
Monday, July 5, 2010
iTunes Application Store

                 NOW (almost)                 FUTURE?




Monday, July 5, 2010
Fundamentally Different Audience


Monday, July 5, 2010
2) From Game To Product




Monday, July 5, 2010
Price Points That Matter

                         • $40
                         • $20
                         • $0.99
                         • FREE (freetoplay.biz)




Monday, July 5, 2010
Gamecasts
         - Episodic Content
         - À la carte




Monday, July 5, 2010
3) Call To Action



Monday, July 5, 2010
“If games are to become more than mere entertainment, they
      will need to use the fundamentals of gameplay -- giving
  players challenges to work through and choices to make -- in
      entirely new ways. The forumula followed by virtually all
       games is a steady progression on toward victory: you
     accomplish tasks until you win. Halo 3, for all its flawless
  polish, does not aspire to anything more. It does not succeed
           as a work of art because it does not even try. ...”


                       Daniel Radosh. The Playʼs the Thing. New York Times. Published: September 28, 2007.




Monday, July 5, 2010
“ ... Like cinema, games will need to embrace the
    dynamics of failure, tragedy, comedy and romance.
   They will need to stop pandering to the playerʼs desire
  for mastery in favor of enhancing the playerʼs emotional
                      and intellectual life.”



                       Daniel Radosh. The Playʼs the Thing. New York Times. Published: September 28, 2007.




Monday, July 5, 2010
Translation: I Donʼt Give A Shit

Monday, July 5, 2010
Passage: Memento Mori
    Jason Rohrer, Arthouse Games
Monday, July 5, 2010
Monday, July 5, 2010
Summary


        • The market size will be huge but different
        • Make games that are digestible for iPhone users
        • Stop Making Bullshit


           http://parveenkaler.com


Monday, July 5, 2010

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iPhone Development for Indie Developers

  • 1. iPhone Development for Indie Developers Parveen Kaler Smartful Studios Inc Monday, July 5, 2010
  • 2. Photo Credit: Sigalakos (Flickr) Strong Opinions Monday, July 5, 2010
  • 4. 1) Market Share Monday, July 5, 2010
  • 5. Retail Music Market Share 19% 15% Source: NPD Group Monday, July 5, 2010
  • 6. iTunes Application Store NOW (almost) FUTURE? Monday, July 5, 2010
  • 8. 2) From Game To Product Monday, July 5, 2010
  • 9. Price Points That Matter • $40 • $20 • $0.99 • FREE (freetoplay.biz) Monday, July 5, 2010
  • 10. Gamecasts - Episodic Content - À la carte Monday, July 5, 2010
  • 11. 3) Call To Action Monday, July 5, 2010
  • 12. “If games are to become more than mere entertainment, they will need to use the fundamentals of gameplay -- giving players challenges to work through and choices to make -- in entirely new ways. The forumula followed by virtually all games is a steady progression on toward victory: you accomplish tasks until you win. Halo 3, for all its flawless polish, does not aspire to anything more. It does not succeed as a work of art because it does not even try. ...” Daniel Radosh. The Playʼs the Thing. New York Times. Published: September 28, 2007. Monday, July 5, 2010
  • 13. “ ... Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the playerʼs desire for mastery in favor of enhancing the playerʼs emotional and intellectual life.” Daniel Radosh. The Playʼs the Thing. New York Times. Published: September 28, 2007. Monday, July 5, 2010
  • 14. Translation: I Donʼt Give A Shit Monday, July 5, 2010
  • 15. Passage: Memento Mori Jason Rohrer, Arthouse Games Monday, July 5, 2010
  • 17. Summary • The market size will be huge but different • Make games that are digestible for iPhone users • Stop Making Bullshit http://parveenkaler.com Monday, July 5, 2010