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Publishing a Commercial iPhone Game, Start To Finish

Niklas Wahrman writes with this "motivational story on how a student and part-time developer was able to take an idea and turn it into an Android project and then port to iPhone for commercial release in less than a year. In the article, he focuses on how to get a game done — a problem many independent developers face. During the development of the game, Asterope, he took a lot of screenshots from many of the development stages that show how the game gradually came to life."

2 of 38 comments (clear)

  1. Re:Good for him. by butalearner · · Score: 5, Informative

    A detailed post-mortem is always a good thing. I have to say I love reading gamasutra's PM's - I get a much better perspective on the projects I do, if I can occasionally see how other people got through theirs.

    I agree wholeheartedly. I usually go to GameDev's collection of post-mortems, which includes links to gamasutra's. The "what went wrong" sections are especially insightful.

  2. Re:Cell Phone Games? by XxtraLarGe · · Score: 4, Informative

    Agreed 100%. I own a Samsung Omnia with WinMo 6.1 (my 3rd WinMo device - the first 2 were ipaqs) and I just don't get this whole mobile gaming thing this side of GameBoy/DS.

    I have a DS which I enjoy a lot, but I would have to say that my iPod Touch is definitely my most played game platform at the moment. I bought a bunch of games for $.99 each (Solebon, Cro-Mag Rally, Burning Monkey Puzzle Lab to name a few). They're all good for a quick gaming session when I have a few minutes to kill. Plus, you have companies like THQ, Namco, Electronic Arts, Atari, Konami, Sega and Hudson Soft developing for the iPod, so it's obviously a hot platform for games.

    --
    Taking guns away from the 99% gives the 1% 100% of the power.