

After 25 years of programming, it's still fun. In short, anything that I can answer without infringing on other people's intellectual rights. I'm happy to answer all questions regarding development, all business issues that do not give away private information of our publisher/promoter Chillingo as well as discuss iPhone development or independent mobile game development, digital distribution, etc. Voice acting was done by Egoraptor of the hilarious Metal Gear Awesome flash cartoons and many others. Music was done by Sound Reel by Tapani Siirtola, the composer for the geek-famous Star Wreck parody movies. The game was made primarily with a three man team, all shareholders. I was neither the lead programmer nor the lead designer but can discuss all aspects of the project.

My role in the project was a mix bag of odds and ends, officially credited as Executive Producer. The game took roughly one man year of work to develop, so while a risk for a self funded developer, it can now be considered something of a success. On 9th December 2009 we updated the price to $1.99 which hasn't really hurt sales since the game has more content and can now justify the cost. The game has now sold over 215,000 copies at its asking price of $0.99, which is the lowest price you can ask for on the App Store. We made a small game called Minigore as we built it we had lots of conversations with people who play and buy the games, and as a result we got from zero to nearly 10K sales in the first 24 hours. There are success stories of small developers making hundreds of thousands of dollars from their bedroom projects, as well as failures of big corporations trying to make iPhone games of their established brands and titles to the device. Apple controls which applications get to the store and take 30% of the money, but beyond that it's a new frontier for most. There are currently 15,000 game applications on Apple iPhone and the market is incredibly competed for. I'm also a daily Redditor, been here for a good 3 years. The previous game project I was involved in was building the Versus Mode for Super Stardust HD (PS3), but the primary merit for that title goes to its developer, Housemarque. Now, only 25 years later, with various detours into games middleware, 3D graphics and Internet technologies, I can happily say that I am a game developer. That's also when I started programming on the Commodore 64. I was 10 years old when I decided that I'm going to be a game developer. Note: this post is mostly for other game developers, but may be of general interest. Follow us on Twitter or Like us on Facebook!įacebook Twitter Instagram Google Calendar Please check out our Rules and FAQs.Email us at Step-by-step guide to doing an AMA.See more on our comment removals policy here.Attempting to bypass this rule by adding a ? to a non question will result in a permanent ban.All initial responses to posters must contain a properly punctuated question.Requests should be posted in /r/IAmARequests.

