The App Store Playbook: Discover How 10 Successful iPhone App Developers Hit It Big Selling Games On The App Store
By Shane Lee
4.5/5
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About this ebook
**Insights from iPhone Game Developers who consistently find Success on the App Store**
Have you ever wondered about iPhone game development or even just how to create an app?
What separates the world's most successful iOS game developers from the vast majority of App Store failures?
There are currently more than 700,000 apps on the App Store. It's only a matter of time before the number of apps skyrocket past the million mark.
That's a lot of apps out there and the competition for downloads is brutal.
**Learn Tips and Tricks from Best Selling iPhone Game Developers**
Shane Lee spoke to hundreds of iPhone app developers and curated a selection of the most intriguing success stories to find out how they accomplished their goals. These are the developers behind award winning games such as Canabalt, Bumpy Road, Super Crate Box, Hunters, Spider: The Secret of Bryce Mansion and many more.
While this book focuses on mobile game developers that have published iOS games, the lessons here are applicable to other platforms such as Blackberry and Android.
You'll learn:
* Why Canabalt creator Adam Saltsman believes in cultivating friendships with game journalists
* Why localizing Squids in French and German led to an increase in sales for The Game Bakers
* How Hunters creator Ben Murch's persistance and tenacity finally landed their game a feature in a popular gaming website
* Why Bumpy Road creator Simon Flesser emphasizes the use of making video trailers to promote his games
* What Vlambeer Studios did when their game, Radical Fishing got ripped off
If you're interested in mobile game development, game creation, entrepreneurship or even just how to develop an iPhone application, then this book will give you a realistic look into what it takes to become a success.
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Reviews for The App Store Playbook
3 ratings1 review
- Rating: 4 out of 5 stars4/5A bit outdated as it came out in 2012, some nugget of knowledge are quite interesting none the less
Book preview
The App Store Playbook - Shane Lee
The App Store Playbook
Discover How 10 Successful iPhone App Developers Hit It Big Selling Games On The App Store
By Shane Lee
Praise For The App Store Playbook
"The App Store Playbook is a must read for any independent game developer who wants to understand the ins and the outs of the App Store and be successful navigating it. You need every edge you can get and this book reveals real world examples from those who have made it in the challenging world of independent game development. This is required reading!
- Jeff Hughes, Author of iPhone and iPad Apps Marketing
This book asks all of the right questions and gives all of the right answers. I wish I had the information in this book before I started my company.
- John Bura, Top Selling Udemy Instructor
& Founder of Mammoth Interactive
"If you wanted to strike it big in the world of indie iOS apps, you’d be hard pressed to find a better group of people to ask for advice. From Canabalt creator Adam Saltsman to Simogo’s Simon Flesser, Shane Lee has assembled a dream team of bona fide independent legends, who speak candidly about their successes and stumbles on the App Store."
- Mark Brown, Deputy Editor of Pocket Gamer
"The App Store Playbook provides great insight into successful App Store developers and their backgrounds. Shane Lee asks all the right questions and paints complete pictures of the featured developers. In return, they give us inspirational, relevant and thought provoking answers.
The takeaway sections, after each interview, open up the right thought processes for surviving the mobile development business, and building polished, successful and interesting games.
For anyone with a passion for games, apps or mobile entertainment, The App Store Playbook is essential reading."
- Jeff W Murray, Author of Game Development for iOS with Unity3d
It’s a superstar lineup of App Store developers. If you read this book and haven’t absorbed even an ounce of knowledge from these ninjas, you shouldn’t be developing apps.
- Rob McCrady, Developer of Infinity Control
"This book doesn’t give you a secret recipe or magic formula to make your app a success, because these don’t exist. But whether you’re an app developer or marketer, the insights shared in these interviews will bring you ideas and a better understanding of how you can make your application or game stand out in the crowd of apps.
You will discover these passionate developers’ stories, and the useful takeaways section after each interview will help you get the key points of the lessons they’ve learned."
- Sylvain Gauchet, Co-founder of Apptamin
The App Store Playbook: Discover How 10 Successful iPhone App Developers Hit It Big Selling Games On The App Store
Smashwords Edition
Copyright © 2012 by Shane Lee
Cover Design by Matt Hinrichs
All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means without the prior written permission of the author, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a similar condition being imposed on the purchaser.
For more information, please visit
www.beginningiosdev.com
Contents
Foreword by Ken Yarmosh
Introduction: The End of the App Gold Rush?
Chapter 1: Adam Saltsman: Running Away with Canabalt
Some of the things you’ll learn:
• Why it’s not necessary to do everything yourself as a developer
• What types of games have a better chance of succeeding on the App Store
• How to differentiate yourself from the crowd
• How getting your game ripped off can actually increase sales
Chapter 2: Dene Carter: The ‘Punk Rock’ Independent Developer
Some of the things you’ll learn:
• Why the proliferation of Freemium games has made it tougher for developers selling Premium Games
• Why you should budget a proportionate amount of time to spend on marketing
• Why Incoboto is available only on the iPad and not the iPhone
• Why you should build a game you’re passionate about
Chapter 3: Ichiro Lambe: Pushing the Boundaries with AaaaaAAaaaAAAaaAAAAaAAAAA!!! (Force = Mass x Acceleration)
Some of the things you’ll learn:
• The best way to build a strong brand
• Dejobaan Game’s process for bringing a game to fruition
• How Dejobaan Games conducts beta tests before a game is released
• Why you should make your game an extension of your personality
Chapter 4: David Kalina: Spinning His Web, One App at a Time
Some of the things you’ll learn:
• Why Spider: The Secret of Bryce Manor was tailored specifically for the touch screen
• What constitutes great game mechanics
• Why you should study the app marketplace closely
• How to cultivate a relationship with Apple
Chapter 5: Rami Ismail: Bringing Back Arcade Games with Super Crate Box
Some of the things you’ll learn:
• When collaboration can be useful
• Why Super Crate Box emphasises mastery as the only way to progress within the game
• How to increase your visibility on the App Store
• Why you should test your game on a wide range of devices
Chapter 6: Greg Holsclaw: From Web Startups to App Startups
Some of the things you’ll learn:
• How crowdfunding can be an avenue for financing a game
• Why being able to distil your concept into words and videos for crowdfunding websites can mean the difference between success and failure
• What work can be done simultaneously to reduce development time
• How Skejo Studios goes about collecting customer feedback for Operation: Eradicate
Chapter 7: Emeric Thoa: Developing AAA-quality Games with an Indie’s Touch
Some of the things you’ll learn:
• Why The Game Bakers finds it useful to hire a PR firm
• How localising Squids helped to increase sales
• Why having a polarising game with strong detractors doesn’t have to be a bad thing
• Why conventional wisdom in the app industry doesn’t always ring true
Chapter 8: Ben Murch: Filling the ‘Hardcore’ Gaming Gap with Hunters
Some of the things you’ll learn:
• Why Rodeo Studios decided to focus on the hardcore market
• Why Hunters was developed with a sequel in mind
• Why you should consider using project management tools for development
• How tenacity and persistence pay off with iOS press features
Chapter 9: Steven Craft: Taking Mobile Games Back to Yesteryear
Some of the things you’ll learn:
• Why Paw Print Games decided to strike a deal with a game publisher for Kami Retro
• Why you should come up with a launch strategy for your game
• Why you shouldn’t worry about being featured by Apple
• What factors affect a new title’s entry success
Chapter 10: Simon Flesser: Taking a Leisurely Drive to App Success
Some of the things you’ll learn:
• How to compete against larger developers
• Why Simogo emphasises the use of video trailers for their games
• Why Simon Flesser believes in ‘Jazz Development’
• What hurdles were faced in the making of Bumpy Road
Conclusion
Five Lessons Learnt from the Pros
Acknowledgements
Foreword
Back when I wrote App Savvy, I knew that while many of its principles were applicable to iOS game developers, I was doing that audience a bit of disservice. The iOS game marketplace has its own set of nuances, strategies, mindsets, and approaches for being successful. I soon realized that addressing these items would require another book.
Well, that book is now available from Shane Lee…and it’s called The App Store Playbook.
In The App Store Playbook, Shane has honed in on the specifics of how to launch a successful iOS game on the App Store. And similar to App Savvy, he discovered that some of the greatest untapped wisdom comes from those who have done what you’re trying to do now: put out a successful iOS game title. His interview with developer, Adam Saltsman (the creator of Canabalt) is already compelling enough to purchase the book. But there’s so much more.
If you’re getting ready to embark on building an iOS game, I recommend you check out The App Store Playbook. Whether you’re an experienced publisher looking to have a presence on the App Store or just trying to make sense of this process, you’ll find Shane has something for you in this book.
- Ken Yarmosh
Author of App Savvy
Introduction: The End of the App Gold Rush?
‘Gold! Gold! Gold from the American River!’
~ Samuel Brannan, running through the streets of San Francisco, waving a bottle of gold dust in the air, 1848.
Let’s face it. You probably picked up this book because you have at least a smidgen of interest in finding out how some iPhone/iPad games become so ridiculously successful.
Whether you’re an aspiring developer, a jaded one or simply a curious onlooker, you’re likely mesmerised by the rapid growth of the App Store and the possibilities that it offers.
Someone may have told you about Steve Demeter and how he made $250,000 in two months after releasing Trism in 2008. Maybe you read somewhere that Ethan Nicholas quit his day job the minute his app, iShoot, rose to No. 1 on the App Store, earning him $37,000 in a single day.
And, unless you’ve been living under a rock, you’ve definitely heard about Angry Birds, which has been downloaded more than a billion times around the world. (To be fair, this includes downloads across all platforms. But, seriously, it’s a billion downloads. That’s equivalent to the entire population of China.)
All of this sounds very exciting and rightfully so. In the not so distant past, commercial game distribution used to be controlled by larger publishers and retailers. The cost of getting a game into a variety of retail stores was prohibitive, and the only options for someone looking to make video games were either to work for a large developer or find one willing to distribute your game.
However, Apple turned this model on its head when it introduced the App Store on July 11, 2008. Apple already had the credit card details of millions of iTunes users and its brand was trusted by many more. Effectively acting as an intermediary between the consumer and mobile app developers, Apple made it possible for all developers to gain unprecedented access to anyone who owned an iPhone.
Never before had there been a way for game developers to reach millions of users through a centralised marketplace so easily.
So, the barriers have been lowered and almost anyone has a chance at developing the next Doodle Jump. You could jolly well be the next App Store phenomenon!
You could. But it’s not likely.
I don’t want to burst anybody’s bubble, but the modern day App Store is very different from the App Store of 2008. Back when Trism was released, there were approximately 35,000 apps being circulated. The last time I checked, there were 737,917 ¹ active apps on the App Store. Let that sink into your mind for a short while. There’s no real hurry here. Take your time to absorb the gravity of the situation.
Yes, 737,917 apps. That’s a lot of apps, and the number is rising.
As you can probably tell, competition for the spotlight on the App Store has become much more aggressive and even previously successful developers are having a hard time pushing out new titles with any success.
When the original Californian Gold Rush started in 1848, you could pick gold nuggets off the ground. After the early trailblazers swept up the easy pickings, prospecting for gold became tougher. The miners moved on to panning for gold in streams and riverbeds and, before too long, more sophisticated techniques had to be developed, as hordes of amateur prospectors flooded in to seek