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INDEX successful, 41–55 A support options, 251 AAck mnemonic, 141 trend, downloaded v. available, 5 a/b testing, 220–221 unsuccessful, 55–59 achievements, 218–219 app analytics, 262 action games subcategory, 74–75 app development. See development actionables, feedback and, 247–250 App Gamer, 270 “Actraiser,” 66 App of the Week, 6, 30, 125–126, 271 Add This, 273 app rankings, 57, 261 AdMarvel, 165 app revenue models, 127–132 AdMeld, 165 business-motivated reasons, 150–155, AdMob, 36, 128, 166, 211, 270, 271 178–183 Adobe Flash Professional CS5, 222, 254, 268 risk/rewards, 124–127, 155–157, 183–184 ads, 165–168 terminology, 146–150 advertising costs, 30–31 app revenue rollercoaster, 126–127 network resources, 270–271 App Store “NinJump HD,” 189–191 crowded zoo, 31–32 placement, 160 demographics, 64–68 unpredictable, 155 evolution, 1–11 Madventure games subcategory, 75–76 keywords, 44–45 Adwhirl, 166, 167, 271 metrics resources, 261–262 affiliates resources, 270–271 search bar, 44 Agile Manifesto, 101–102 App Storm, 270 agile software development, 101–104 app usage, 165–168, 262 Agile Software Development with Scrum App2Market, 272 (Keith), 101, 257 AppAdvice, 270 aisles metaphor, 137 AppAnnie, 46, 47, 57, 58, 74, 76, 261 All Things D, 270 AppData, 221 alpha test stage, 118 Appency, 272 analyzing apps, 41–59 AppFigures, 261 Anderson, Chris, 150 Apple, 195–209 “Angry Birds” apps adapted to iPad, 204–206 ad placement, 165 care, 196–204 “Archetype” v., 107 customer service, 203–204 comparing, 41–43 Design Awards, 271 copycats, 51, 52 Hall of Fame, 4, 50, 51, 107 Hero Inventor Syndrome, 14 little things matter, 200–201 physical forces, 143 review process, 119 physical metaphors, 136 Tapbots case study, 206–209 physics engine, 19, 43, 60, 74, 81, 83, 143 user experience (UX) and, 197–199 popular features,COPYRIGHTED 48–49 value-added MATERIAL benefits, 202–203 reward system, 162 APPLE acronym, 203–204 top game, 36 Applyzer, 46, 47, 261 user engagement, 158 Appolicious, 270 Apalon, 272 Appscout, 270 apps. See also specific apps AppsFire Awards, 271 adapted to iPad, 204–206 app-to-person gifting, 226 feature/concept document, 19 Appular, 272 future, 254–256 Appy Awards, 271 news and review sites, 269–270 “AppZilla,” 90–91 statistics, 33–37 arcade games, 76 275 “Archetype” – cocos2D “Archetype” bad/good feedback, 246–247 achievements/rewards, 218 Baker, Dane, 120–121 App of the Week, 125 Balancing Agility and Discipline: A Guide for complaints, 59 the Perplexed (Boehm & Turner), 101 computer generated imagery (CGI) intro Balsamiq Mockups, 267 story, 27 “BarMax,” 132, 183 concepting for, 17–18 Basecamp, 21, 40, 112, 263, 264 core features, 52 Beeline, 172 costs, 25 Belsky, Scott, 115 death-match action, 30 Berkun, Scott, 108, 115 development timeline, 105–107 Best App Ever, 271 downloadable content (DLC), beta test stage, 118 paid/free, 193 Big Fish Games, 158, 160 example UI, 16 Bing, 198, 240, 261 feature creep, 111 blogdoiphone.com, 270 get good press, 126 board games, 76–77 GoPlan, 112 Boehm, Bary, 101 gyroscope controls, 134, 186–187 books, 70–71, 257–259 in-house help, 14 borrowing style/functionality, 59–60 localization, 29, 97, 113–114 brain, multitasking and, 133 main launch feedback, 245 “Brain Trainer,” 78 music/sound, 18 brainstorming, 139–140, 267–268 outsourcing, 14, 17 brand support, 158–159 pricing, 154 Brooks, Frederick P., Jr., 94, 105, 258 quality assurance (QA), 97 Brooks’ Law, 105 risk analysis, 110 bug tracking, 95, 264, 265 Rocket Launcher, 16 Bugzilla, 264 smooth five-versus-five team-based building, for other platforms, 254 gameplay, 30 business apps category, 71 story/art concept relationship, 40 business books, 257–258 stress test, 29 business-motivated reasons. See app revenue ARPPU, 222 models ARPU, 222 Ars Technica, 270 art C costs, 26 outsourcing, 16–18 “Café World,” 53 recommended books, 258 “Calculator for iPad Free,” 152–153, 158 artificial intelligence, 77, 143, 228 call to action, 163–164 artist role, 96 Campaign Monitor, 272 asking for rating, 160 Capcom Mobile, 28, 129, 172 assets, outsourcing, 15–18 “Carcassonne,” 131 “Asteroids,” 54 “Card Ace: Casino,” 77 audio card games, 77 costs, 26–27 care, Apple and, 196–204 outsourcing, 18 casino games, 77–78 royalty-free, 269 casual gaming pillars, 65–68 audio engineer role, 97 categories. See also specific categories Audio Jungle, 269 app numbers, 34–35 average lifetime per user, 222 gameplay/feature expectations, 69–91 average revenue per paying user (ARPPU), 222 popularity, 64–65 average revenue per user (ARPU), 222 CGI (computer generated imagery), 18, 21, average session length, 222 26, 27, 56, 69 award sites, 271 chat resources, 265 Chillingo, 33 Chomp, 33 B choosing niche, 38–41 “Cityville,” 53 Backflip Studios, 184, 188, 191, 192 CNET, 269 BackTweets, 273 Coca-Cola Fan Page, 236 badges, 218–219 cocos2D, 266 276 common currency – Facebook common currency, 172–174 physical metaphors, 136–144 communication pre-production, 116–117 outsourced talent, 22 recommended books, 258 outsourcing, coordination with, 112 Design of Design: Essays from a Computer resources, 263–265 Scientist (Brooks), 94, 258 Skype, 15, 20, 54, 89, 103, 112, 265 Design of Everyday Things (Norman), 94, 258 tools, 20, 21, 265 designer role, 96 community, sense of, 227 development. See also agile software compelling icon, 160 development competition, users and, 228–232 costs, 23–24, 40 competitive feedback research, 91 resources, 265–269 competitive gifting, 225 stages, 93–121 complaints, learning from, 58–59 development team, 94–98 complete, create v., 14 “Diablo,” 228 computer generated imagery (CGI), 18, 21, dice games, 78 26, 27, 56, 69 DICE Summit, 220 concept/feature document, 19, 40, 115–116 Digg.com, 239 Constant Contact, 272 Digital Juice, 269 constructive criticism, 246 DLC. See downloadable content Consumer Reports, 203 documentation, 4, 20, 22, 102, 268 content-based app, 152, 164 documentation resources, 268 controlling idea, 98–100 doing it yourself, 14 copycatting, 51, 52 “Doodle Jump,” 17, 26, 48, 52, 59, 74 core features, 52 downloadable content (DLC), 129, 146– Corona SDK, 254, 266, 268 148, 170–171, 193 costs, 23–31 due diligence, 39–40 app prices, 35, 64 customer acquisition, 221 development, 23–24, 40 E overruns, 32 crashes, 28, 29, 109, 118, 120, 185, 243, early App Store, 5–9 245, 247 eCPM (effective cost per thousand), 166 create/creativity education apps category, 71–72 complete v., 14 educational games subcategory, 78–79 for multitasking world, 132–133 education/entertainment, 179 recommended books, 259 effective cost per thousand (eCPM), 166 Creative Habit: Learn It and Use It for Life ego traps, 51–52 (Tharp), 94, 259 Elance, 22, 24, 28, 97, 113, 114, 263 critical path, 109–110 Electronic Arts, 33, 78 cross-platform development, 268–269 e-mail, 20, 112, 252–253, 265, 272 crowded zoo, 31–32 emergent gameplay, 143 customer acquisition cost, 221 emotion-based gifting, 226 customer expectations, 63–92 engagement metrics resources, 262 customer service, Apple, 203–204 “Enter the Matrix,” 55–56 customer support entertainment apps category, 72 maintenance and, 250–253 entertainment/practicality, 179 resources, 274 “Eternal Legacy,” 75 “Cut the Rope,” 81, 136 Eurogamer, 270 exchange ad solutions, 166–167 expectations, managing, 31–32 D extras, features v., 228 death-match action, 30, 193, 229 decision making, research and, 36–41 F definition statement, 100, 202 Dell Outlet, 226–227 F2P. See free-to-play depicting physical world, 136–144 Facebook, 216 design Connect, 232–234 costs, 25–26 conventions, ignoring, 222–224 Jobs on, 195 cues from, 219–222 outsourcing, 19–20 Fan Pages, 235–237 277 Facebook (continued) – Hero Inventor Syndrome forced friends, 223–224 friend spam, 223 page creation, 272 “Fruit Ninja HD,” 75, 128, 136, 144, 164, vanity URL, 273 219, 230, 231, 232 viral marketing, 212 Full Motion Video, 106 family games subcategory, 79 full-featured marketing solutions, 272 Fan Pages, Facebook, 235–237 functional specification, 116 “Farmville,” 52, 53, 146, 170, 220, 223, 226 functionality, borrowing, 59–60 “Fashion Story,” 75 fundamental costs, 23–26 fast tracking, 109 future, of your app, 254–256 features concept/feature document, 19, 40, 115–116 core, 52 G extras v., 228 feature creep, 5, 32, 96, 111, 197 Game Center, 10, 11, 50, 73, 77, 80, 82, 83, feature-based apps, 152, 165 84, 159, 212–215 gameplay/feature expectations, 69–81 “Game Finder,” 158 popular, 48–49 Game Producer’s Handbook (Irish), 108, pruning, 60 111, 258 social interaction as, 227–232 Gameloft, 52 feedback games. See also specific games competitive feedback research, 91 apps category, 73–84 converting to actionables, 247–250 concepts, 53–55 good/bad, 246–247 emergent gameplay, 143 main launch, 245–246 gameplay/feature expectations, 68–91 soft launch preparation, 244–245 pillars, 65–68 Fenn, Donna, 257 GameSpot, 269 “Fieldrunners,” 50, 83 Gamezebo, 270 fill rate, 165, 166, 167, 189 general opinion category, 246 finance apps category, 72–73 Genius Bar, 203 first-person shooter. See FPS “Geometry Wars,” 54 fitness/healthcare apps category, 84–85 Get Apps Done, 263 Fitt’s Law, 134 Get Satisfaction, 274 $5.99 to $9.99 apps, 131 gifting, 224–227 Flash Professional CS5, 222, 254, 268 GigaOM, 270 “Flight Control,” 66 “Glo Bible,” 216, 234, 235 Flurry, 168, 178, 221, 253, 262 Gmail, 20, 112, 265 focus, Apple, 202 good/bad feedback, 246–247 forced friends, 223–224 Google Analytics, 262 foreign markets, localization for, 27–28 Google Docs, 112, 265, 268 Forrester Research, 203 Google Keyword Tool, 38, 44, 238, 262 FPS (first-person shooter), 7, 17–18, 74, 75, GoPlan, 112 107, 229. See also “Archetype” GPS apps, 84, 86, 87, 89, 90, 147, 148, 168 fraction of content/high value, 162–163 graphical expectations, 69 free apps, 123, 127–129, 145, 157–168.