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8 ELEMENTS TO A SUCCESSFUL GAME<br />

APP DEVELOPERS<br />

IN 2013, THE BIG<br />

THREE, AND<br />

SAFTEY BELTS<br />

ANDROID <strong>4.2</strong><br />

JELLY BEAN SDK<br />

AVAILABLE<br />

JUST PEACHY: PEACH<br />

PELLEN’S MUSINGS<br />

ON WINDOWS 8 DEV<br />

DEV INTERVIEW:<br />

ABOUT GLITCH<br />

GAMES<br />

$5.95<br />

OUTSIDE US<br />

$15.95<br />

A Sneak Peak<br />

WINDOWS PHONE STORE<br />

IS GROWING, ADDS 42<br />

NEW MARKETS<br />

iOS 6.1 BETA 3 OUT<br />

FOR DEVELOPERS<br />

APP STATS SNAPSHOT<br />

EASIER TO DO:<br />

FIND BIGFOOT OR DEV A<br />

MILLION DOLLAR APP?<br />

WWW.APPDEVELOPERMAGAZINE.COM


IMAGINE • DEVELOP • LAUNCH<br />

w w w. a p p d e v e l o p e r m a g a z i n e . c o m<br />

INTRODUCING<br />

<strong>App</strong> <strong>Developer</strong> Magazine<br />

Successful app development is a lot more than<br />

writing code. A whole lot more. Now you have a<br />

resource that provides in-depth, relevant, and<br />

knowledgeable information on what you really<br />

need <strong>to</strong> know <strong>to</strong> be <strong>successful</strong>.<br />

• <strong>App</strong> <strong>Developer</strong> Magazine provides a snapshot<br />

of that months highlights within the industry<br />

as well as big picture analysis that you just<br />

won’t find anywhere else.<br />

• Available in print, digital, and mobile the<br />

magazine is a serious publication dealing with<br />

serious issues affecting <strong>App</strong> developers<br />

• Of course the industry changes every day and<br />

<strong>App</strong><strong>Developer</strong>Magazine.com provides the most<br />

comprehensive daily roundup of news, blogs,<br />

and more. The format is smartly and logically<br />

formatted so that you can quickly review the<br />

content that you are interested in reading.


EDITOR’S NOTE<br />

<strong>App</strong> <strong>Developer</strong>s in 2013, The Big<br />

Three, and Safety Belts<br />

By Richard Harris<br />

Isn't it amazing that most people<br />

can't remember the color of the shirt they<br />

put on that morning? It seems like a simple<br />

question but because we do it so routinely<br />

we rarely think about it past the<br />

moment we did it. You just looked down<br />

<strong>to</strong> see what color your shirt was didn't<br />

you? Why did you do that, because you<br />

wanted <strong>to</strong> make sure you knew what shirt<br />

you had on. The funny thing is now that<br />

you've done that you'll likely remember it<br />

the rest of the day.<br />

Being an app developer working day<br />

in and day out <strong>to</strong> bring apps <strong>to</strong> the masses<br />

isn't all that different than trying <strong>to</strong><br />

remember what color of shirt you put on.<br />

We get deluged each day with all sorts of<br />

things and it's hard <strong>to</strong> remember them all,<br />

even though some of them are important<br />

when you read them in ‘that moment’ –<br />

they get lost in the shuffle of doing what<br />

you do. Things like new app s<strong>to</strong>re rules for<br />

developers, the changing monetization<br />

landscape, privacy policies, new devices<br />

<strong>to</strong> support, marketing your apps, and what<br />

are the new developer <strong>to</strong>ols <strong>to</strong> use are just<br />

a few of the things that can pass through<br />

our email or web browsing on a daily<br />

basis.<br />

I am an app developer and I know<br />

how difficult it is <strong>to</strong> keep up with everything<br />

going on around you. Time seems <strong>to</strong><br />

stand still when you put your head down<br />

at 8 am, slave away at the keyboard for<br />

while, then look up <strong>to</strong> see that it's 2<br />

o'clock in the afternoon! You can miss a<br />

lot going on outside of your 'world' in the<br />

span of just a few hours, but when you<br />

multiply that by an entire month you<br />

could be missing mission-critical news<br />

that as a mobile app developer you need<br />

<strong>to</strong> know.<br />

<strong>App</strong> <strong>Developer</strong> Magazine was born<br />

out of a vision I saw <strong>to</strong> bring a snapshot<br />

view of everything that happened that<br />

month in mobile development in<strong>to</strong> focus<br />

for the app developer. That way you can<br />

focus on what you do best – developing<br />

apps and we will do what we do best –<br />

bringing you the information you need.<br />

We will compile each issue with only the<br />

most important information and <strong>to</strong>pics<br />

that affect you as a mobile programmer<br />

and entrepreneur. As the industry<br />

changes, so will we – but we will always<br />

be an advocate for only the best information<br />

<strong>to</strong> provide <strong>to</strong> you.<br />

There will be monthly snapshots of<br />

who's on <strong>to</strong>p in the app s<strong>to</strong>res, one of a<br />

kind interviews, secrets from the pros,<br />

monetization tips, articles <strong>to</strong> help you as a<br />

developer, and so much more. The best<br />

part is it's all going <strong>to</strong> be compiled in a<br />

monthly magazine that you can hold in<br />

your hands and take time away from all of<br />

the electronic distractions that surround<br />

you daily. Also, our website is going <strong>to</strong><br />

provide up <strong>to</strong> the minute news and information<br />

as well, and is a place where you<br />

can read all of our issues online.<br />

One of my favorite all-time quotes<br />

comes from the famous NBA basketball<br />

player Michael Jordan, “Never be afraid <strong>to</strong><br />

fail.” I know as our magazine grows and<br />

many talented mobile developers get their<br />

hands on our publication there might be<br />

some mistakes pointed out, and errors<br />

that need corrected. That is part of our<br />

maturing process and my personal goal<br />

for you the reader, is that we will always<br />

be here <strong>to</strong> take your criticisms and your<br />

praises, and pour them in<strong>to</strong> making <strong>App</strong><br />

<strong>Developer</strong> Magazine the best publication<br />

that a mobile developer can have.<br />

2013 is already looking <strong>to</strong> be a huge<br />

year in the mobile industry. I think it will<br />

be the year iOS, Android, and Windows<br />

phone square off, perhaps the year we will<br />

finally see the “Gold Rush” stabilize, and<br />

possibly even the year that mobile piracy<br />

finally gets squashed. Whatever happens<br />

you can bet that will be right there in the<br />

middle of it, with our pen and paper ready<br />

<strong>to</strong> report back anything we find.<br />

On a final note, I want <strong>to</strong> extend a<br />

warm thank you <strong>to</strong> all of the developers<br />

who have already shown an overwhelming<br />

response of support <strong>to</strong> our announcement<br />

of bringing this magazine <strong>to</strong> fruition.<br />

And <strong>to</strong> our publisher for seeing our vision<br />

and recognizing the importance of the<br />

information we provide <strong>to</strong> the mobile<br />

developer community.<br />

Yours Truly,<br />

Richard Harris<br />

Executive Edi<strong>to</strong>r<br />

Sneak Peak • Volume 1<br />

Get More Online!<br />

<strong>App</strong><strong>Developer</strong>Magazine.com<br />

Daily News<br />

The most complete outlet for news<br />

affecting app developers with breaking<br />

news updated daily.<br />

Mobile Tech<br />

Find out emerging trends and new introductions<br />

of smart phones, tablets, and<br />

other technology utilizing apps.<br />

<strong>App</strong> Markets<br />

Coverage of <strong>to</strong>p app development markets<br />

including <strong>App</strong>le, Android, Windows as<br />

well as coverage of HTML5, Amazon and<br />

emerging third party markets.<br />

Monetization<br />

Find tips, tricks and other strategies <strong>to</strong><br />

maximize the revenue potential for your<br />

apps.<br />

And Much More!<br />

<strong>App</strong> <strong>Developer</strong> Magazine is published monthly by <strong>App</strong> <strong>Developer</strong><br />

Magazine, LLC. Bulk rate postage paid at Dallas, Texas, and additional<br />

mailing offices. ©<strong>App</strong> <strong>Developer</strong> Magazine, LLC, all rights reserved. No<br />

part of this publication or its Website may be reproduced without written<br />

permission of <strong>App</strong> <strong>Developer</strong> Magazine, LLC. <strong>App</strong> <strong>Developer</strong><br />

Magazine assumes no responsibility for the content of the articles,<br />

advertisements, or messages reproduced therein, and makes no representation<br />

or warranty whatsoever as <strong>to</strong> the completeness, accuracy,<br />

currency, or adequacy of any facts, views, opinions, statements, and<br />

recommendations it reproduces. Reference <strong>to</strong> any product, process,<br />

publication, or service of any third party by trade name, trademark, manufacturer,<br />

or otherwise does not constitute or imply the endorsement or<br />

recommendation of <strong>App</strong> <strong>Developer</strong> Magazine. The publication welcomes<br />

and encourages contributions; however is not responsible for the<br />

return of manuscripts and pho<strong>to</strong>graphs. The publication, at the sole discretion<br />

of the publisher, reserves the right <strong>to</strong> accept or reject any advertising<br />

or contributions. For more information contact the publisher at<br />

<strong>App</strong> <strong>Developer</strong> Magazine, 2754 East Division Street, Springfield,<br />

Missouri, 65757 or e-mail at info@appdevelopermagazine.com.<br />

Imagine • Develop • Launch <strong>App</strong> <strong>Developer</strong> Magazine | 3


APP STORE<br />

NEWS, NOTES, AND MORE<br />

APPLE REQUIRES SOME DEVELOPERS<br />

TO RENAME THEIR APPS<br />

<strong>App</strong>le has asked developers <strong>to</strong> be<br />

careful how they are titling their apps as<br />

copyrights can and will be enforced<br />

throughout the app s<strong>to</strong>re. In a recent<br />

example, a <strong>game</strong> company in Germany<br />

who owns the copyright on a kids memory<br />

board <strong>game</strong> titled “Memory” worked<br />

with <strong>App</strong>le have iOS developers abroad <strong>to</strong><br />

Closer To New iOS 6.1<br />

Attention apple developers, <strong>App</strong>le<br />

is getting closer <strong>to</strong> the full version of<br />

the new iOS 6.1 operating system<br />

with the announcement that 6.1 Beta<br />

3 is available for registered developers<br />

<strong>to</strong> download.<br />

The iDevices that are compatible<br />

with iOS 6.1 Beta 3 include the iPad 4,<br />

iPad mini, iPad 3, iPad 2, iPhone 5,<br />

iPhone 4S, iPhone 4, iPhone 3GS, and<br />

the fourth and fifth generation iPod<br />

<strong>to</strong>uch models. So far digging through<br />

the 6.1 release notes we don't see<br />

anything that has changed since the<br />

last beta announcement <strong>to</strong> developers<br />

but there are a number of changes in<br />

the 6.1 OS release overall set <strong>to</strong> come.<br />

The release notes are available on the<br />

<strong>App</strong>le developer website.<br />

OUR TAKE<br />

In the Google Play s<strong>to</strong>re<br />

apps can be named<br />

exactly the same thing<br />

even if from different<br />

developers because they<br />

use the package name <strong>to</strong><br />

distinguish the app. It’s<br />

interesting that a simple<br />

word like “memory” can<br />

be restricted from being<br />

used because it’s so<br />

common and describes<br />

more of a function than<br />

a title. But developers<br />

always need <strong>to</strong> be careful<br />

of infringing on copy<br />

written material.<br />

change any app name with the word<br />

“memory” in it <strong>to</strong> something else, and<br />

developers are no longer allowed <strong>to</strong> use<br />

the term in any app title. The owners of<br />

the copyright do not have own the rights<br />

in the US but this comes as a stark<br />

reminder that the app s<strong>to</strong>re is becoming<br />

more competitive as it matures.<br />

BETA 3<br />

PUSH<br />

NOTIFICATIONS<br />

FROM AZURE<br />

SERVICES FOR IOS<br />

<strong>App</strong>le developers now have<br />

another choice for push<br />

notification services from<br />

within their app via a new<br />

Microsoft offering called<br />

Azure. The service uses a<br />

Microsoft cloud server in<br />

the back-end <strong>to</strong> communicate<br />

with iOS apps for<br />

authentication, notification,<br />

and saving data <strong>to</strong> the<br />

cloud. The service is free<br />

for the first 10 services registered.<br />

Microsoft says<br />

Azure is the easiest way <strong>to</strong><br />

fire notification <strong>to</strong> your<br />

users. Get more info at<br />

windowsazure.com<br />

HOT ON THE WEB!<br />

www.appdevelopermagazine.com<br />

Angry Birds The Movie?<br />

<strong>Developer</strong>s bring the characters<br />

<strong>to</strong> the big screen.<br />

Windows 8 Hacks<br />

New exploits can<br />

jeopardize developer<br />

revenue streams.<br />

Android In-<strong>App</strong> Billing 3.0<br />

Google has released the<br />

latest billing API version<br />

3.0.<br />

FTC Hitting <strong>Developer</strong>s<br />

Mobile Privacy is a<br />

Concern.<br />

Android Getting Too<br />

Complex?<br />

Updates <strong>to</strong> OS Too Much?<br />

Amazon <strong>App</strong> S<strong>to</strong>re<br />

Downloads Grow<br />

More devices and more<br />

users <strong>to</strong> thank.<br />

Windows Phone Market<br />

Grows<br />

Microsoft added 42 new<br />

markets.<br />

4 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


It takes more than a bright idea.<br />

So you launched your app and so far you’re not a millionaire or even a thousandaire. So<br />

what went wrong or maybe the better question is what didn’t you do? Find the answers<br />

in each monthly issue of <strong>App</strong> Develper Magazine and at <strong>App</strong><strong>Developer</strong>Magazine.com<br />

Imagine • Develop • Launch


ANDROID<br />

NEWS, NOTES, AND MORE<br />

ANDROID <strong>4.2</strong> JELLY<br />

BEAN SDK AVAILABLE<br />

Google has officially<br />

released Android <strong>4.2</strong><br />

“Jellybean.” It has performanceoptimizations,<br />

a refreshed system<br />

UI, and new features<br />

for users and<br />

developers. Here is a<br />

glimpse of what's new<br />

for developers.<br />

There are some OS<br />

behavior changes that<br />

could affect how your<br />

app functions.<br />

<strong>Developer</strong>s can also<br />

use the new Daydream<br />

API, which lets you create<br />

interactive<br />

“dreams” on the<br />

Android screen when<br />

in screensaver mode.<br />

Secondary screens<br />

can be used from within<br />

your app, which<br />

allows users <strong>to</strong> display<br />

different content on<br />

external screens while<br />

using an app. You can<br />

now create lock screen<br />

widgets which appear<br />

on a users’ device<br />

when their Android<br />

screen in locked.<br />

Also available is<br />

multiple user support,<br />

which allows separate<br />

accounts on any<br />

Jellybean device. The<br />

system settings have<br />

been updated <strong>to</strong> support<br />

multiple users as<br />

well.<br />

RTL (right-<strong>to</strong>-left)<br />

allows you <strong>to</strong> build user<br />

interfaces that gracefully<br />

transform layout orientation<br />

<strong>to</strong> support languages<br />

that use right<strong>to</strong>-left<br />

(RTL) UIs and<br />

reading direction, such<br />

as Arabic and Hebrew.<br />

You can now<br />

embed fragments<br />

inside fragments. This<br />

is useful for a variety of<br />

situations in which you<br />

want <strong>to</strong> place dynamic<br />

and re-usable UI components<br />

in<strong>to</strong> a UI component<br />

that is itself<br />

dynamic and re-usable.<br />

Renderscript computation<br />

functionality has<br />

also been enhanced.<br />

Android <strong>App</strong> Revenue<br />

Gaining Ground<br />

The revenue from apps in the Google<br />

play s<strong>to</strong>re is growing. As a matter of fact<br />

an official <strong>android</strong> report from <strong>App</strong> Annie<br />

states that it grew by 311% between<br />

Oc<strong>to</strong>ber 2011 and Oc<strong>to</strong>ber 2012.<br />

Despite that growth, in Oc<strong>to</strong>ber 2012<br />

global revenue from the iOS <strong>App</strong> S<strong>to</strong>re<br />

was four times larger than Google Play’s.<br />

<strong>App</strong> Annie was unable <strong>to</strong> disclose any<br />

actual financial number in the report.<br />

Amazon <strong>App</strong>s<strong>to</strong>re<br />

Comes <strong>to</strong> Japan<br />

Japan welcomes the arrival of Amazon<br />

as a new choice for an Android tablet portal.<br />

The giant online retailer announced<br />

that cus<strong>to</strong>mers in Japan can now access<br />

content for their Android devices and<br />

Kindle Fire products.<br />

Google has updates it’s maps<br />

API and the Android developer<br />

community applauds it’s approval.<br />

The maps API update includes a<br />

number of enhancements that will<br />

help developers bring map based<br />

apps <strong>to</strong> life. Included is the ability<br />

<strong>to</strong> create multiple layers on <strong>to</strong>p of<br />

screen, including satellite, hybrid,<br />

HOT ON THE WEB!<br />

www.appdevelopermagazine.com<br />

Android Wins in Australia<br />

Study shows more Android<br />

smartphones being used<br />

down under.<br />

AnDevCon Talks Monetization<br />

Amazon tells developers<br />

how <strong>to</strong> earn more money.<br />

Private Play S<strong>to</strong>res<br />

Businesses can now distribute<br />

apps among<br />

employees.<br />

Amazon A/B Testing for<br />

Android <strong>Developer</strong>s<br />

The service is built on<br />

Amazon Web Services<br />

Google Wants Tablet <strong>App</strong><br />

Focus<br />

Encourages developers <strong>to</strong><br />

create apps for large screen<br />

Androids.<br />

OUR TAKE<br />

This API update<br />

has been a long<br />

time coming but it<br />

looks <strong>to</strong> be worth<br />

the wait, with the<br />

multi-layering<br />

feature and inside<br />

maps I'm sure<br />

developers will find<br />

creative ways <strong>to</strong><br />

utilize.<br />

AN UPDATE TO THE GOOGLE MAPS<br />

API IS HERE<br />

terrain, and even traffic data.<br />

As if that wasn’t enough there<br />

are indoor maps available for many<br />

major airports and shopping centers<br />

across the globe. The apps<br />

Trulia, Expedia Hotels and<br />

FlightTrack are already using the<br />

new maps API if you want a sneak<br />

peek of what it’s capable of.<br />

6 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


Imagine • Develop • Launch<br />

www.appdevelopermagazine.com


WINDOWS<br />

NEWS, NOTES, AND MORE<br />

WINDOWS PHONE STORE IS GROWING,<br />

ADDS 42 NEW MARKETS<br />

Despite the late arrival in<strong>to</strong> the mobile<br />

World, Windows phone is not going down<br />

without a fight! Microsoft just put the<br />

Windows phone market in front of a<br />

whole lot more people adding 42 new<br />

markets.<br />

Now, any one the following countries<br />

can get <strong>to</strong> the Windows phone app s<strong>to</strong>re:<br />

Angola, Armenia, Bahrain, Bangladesh,<br />

Benin, Bolivia, Burkina Faso, Burundi,<br />

Cameroon, Chad,Congo (DRC), Dominican<br />

Republic, El Salvador, Guinea, Haiti,<br />

Windows Phone SDK<br />

Version 8.0 Arrives<br />

If you want <strong>to</strong> develop apps for the<br />

new Windows 8 platform you’ll need the<br />

latest SDK from Microsoft now available<br />

for developers. It includes everything you’ll<br />

need <strong>to</strong> develop apps and <strong>game</strong>s for<br />

Windows 8. It’s a vast improvement over<br />

their older 7.1 SDK including “Windows<br />

S<strong>to</strong>re <strong>App</strong>s”, Integrated DirectX, and a<br />

smaller file size of roughly 300 MB<br />

Honduras, Kenya, Liechtenstein,<br />

Madagascar, Malawi, Malaysia, Mali,<br />

Mozambique, Nicaragua, Niger, Pakistan,<br />

Paraguay, Qatar, Rwanda, Saudi Arabia,<br />

Senegal, Sierra Leone, Somalia, Tajikistan,<br />

Tanzania, Togo, Turkmenistan, United Arab<br />

Emirates, Uganda, Yemen, Zambia, and<br />

Zimbabwe.<br />

The added exposure is great news for<br />

developers outside of the US especially<br />

because developing for just a few markets<br />

didn't have nearly the appeal.<br />

Microsoft Says <strong>App</strong><br />

Downloads and<br />

Revenue is Climbing<br />

Microsoft recently announced that app<br />

downloads and revenue all <strong>to</strong>gether have<br />

more than doubled since the release of<br />

Windows Version 8 which is mobile ready<br />

and is designed <strong>to</strong> be universal across desk<strong>to</strong>ps<br />

and tablet style devices. Specific numbers<br />

were not provided as of press time.<br />

HOT ON THE WEB!<br />

www.appdevelopermagazine.com<br />

Windows 8 Hacks<br />

Could jeopardize developer<br />

revenue streams.<br />

Visual Studio 2012<br />

Microsoft has released<br />

Visual Studio 2012<br />

Update 1.<br />

Surface <strong>App</strong> Development<br />

Microsoft should encourage<br />

app development.<br />

Rubicon Mobile<br />

Shares dev tips for<br />

Windows app s<strong>to</strong>re<br />

SURFACE PHONES<br />

BY MICROSOFT<br />

RUMORED<br />

It looks like Microsoft is<br />

out <strong>to</strong> extend its Surface<br />

brand<br />

in<strong>to</strong><br />

mobiles<br />

and start<br />

selling<br />

handsets<br />

under its<br />

own<br />

brand.<br />

Rumor has it that the<br />

software giant has signed<br />

a contract with Chinese<br />

manufacturer Foxconn,<br />

which is also the manufacturer<br />

of iPhone. The making<br />

of the new Microsoft<br />

Surface handsets is set for<br />

next year.<br />

Also rumored is<br />

information that ‘upstream<br />

suppliers’ are also going<br />

<strong>to</strong> provide part of a new<br />

Amazon phone, which<br />

could mean that next year<br />

could be really interesting<br />

for mobile tech.<br />

8 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


You Wouldn’t Search For Treasure<br />

Without a Map Would You?<br />

<strong>App</strong> <strong>Developer</strong> Magazine and <strong>App</strong><strong>Developer</strong>Magazine.com<br />

are your roadmap <strong>to</strong> success. You’ll be lost without us!<br />

Imagine • Develop • Launch


APP STATS<br />

TOP TEN U.S. APP STATS<br />

TOP FREE GOOGLE PLAY APPS BY DOWNLOADS<br />

Rank <strong>App</strong><br />

1 Facebook<br />

2 Pandora<br />

3 Instagram<br />

4 Angry Birds<br />

5 Skype<br />

6 Facebook Messenger<br />

7 Zedge<br />

8 Netflix<br />

9 Twitter<br />

10 Hill Climb Racing<br />

TOP FREE IPHONE APPS BY DOWNLOADS<br />

Rank <strong>App</strong><br />

1 YouTube<br />

2 SnapChat<br />

3 Flick Golf!<br />

4 Gangnam DanceBooth<br />

5 Hill Climb Racing<br />

6 Fun Run<br />

7 Ski Safari<br />

8 Gmail<br />

9 Doors&Rooms<br />

10 Instagram<br />

TOP FREE WINDOWS APPS<br />

RANK APP<br />

1 Facebook<br />

2 Youtube<br />

3 Skype<br />

4 Flashlght-X<br />

5 AE Skee Ball<br />

6 Skydrive<br />

7 Flixter<br />

8 Tunin Radio<br />

9 Facebook Touch<br />

10 Free Ring<strong>to</strong>nes<br />

AMAZON'S TOP FREE APPS<br />

RANK APP<br />

1 Slots Journey<br />

2 Mind Games<br />

3 Farkle Live<br />

4 Skyburger<br />

5 Netflix<br />

6 Temple Run<br />

7 Angry Birds Free<br />

8 Rocket Space: Universe Adventure<br />

9 Facebook<br />

10 Family Fued & Friends<br />

SOURCE: Includes <strong>App</strong> Annie S<strong>to</strong>re Stats • Date as of press time.<br />

OP GOOGLE PLAY APPS BY REVENUE<br />

Rank <strong>App</strong><br />

1 Rage of Bahamut<br />

2 Dark Summoner<br />

3 Blood Brothers<br />

4 Slo<strong>to</strong>mania<br />

5 Slot City<br />

6 Zynga Poker<br />

7 MARVEL War of Heroes<br />

8 Live Hold’em Poker Pro<br />

9 Shipwrecked<br />

10 FoxFi<br />

TOP iPHONE APPS BY REVENUE<br />

Rank <strong>App</strong><br />

1 Clash of Clans<br />

2 The Simpsons:Tapped Out<br />

3 Kindoms of Camelet: Battle..<br />

4 Pandora Radio<br />

5 Hay Day<br />

6 Legend of Cryptids<br />

7 Slo<strong>to</strong>mania<br />

8 Angry Birds Star Wars<br />

9 Poker By Zynga<br />

10 Candy Crush Saga<br />

TOP PAID WINDOWS APPS<br />

RANK APP<br />

1 S<strong>to</strong>p the Music<br />

2 Mens Health<br />

3 Human Japanese<br />

4 Battery Level for Windows 8<br />

5 Baconit - Donate<br />

6 Grapher Calcula<strong>to</strong>r<br />

7 Catholic's Campanion<br />

8 Now Playing<br />

9 Alpha Memory<br />

10 Outsider<br />

AMAZON'S TOP PAID APPS<br />

RANK APP<br />

1 Angry Birds Star Wars Premium<br />

2 Minecraft Pocket Edition<br />

3 HD Camera<br />

4 Cut the Rope<br />

5 Skylanders Cloud Patrol<br />

6 Where's my Water?<br />

7 The Game of Life<br />

8 Santa Salon<br />

9 Where's my Perry?<br />

10 Plants vs. Zombies<br />

TOP APP<br />

MOVERS AND<br />

SHAKERS<br />

Each issue we will <strong>to</strong> provide a<br />

snapshot of the <strong>to</strong>p apps in each<br />

market. While rankings change<br />

daily it’s nice <strong>to</strong> see something that<br />

stamps out a “who’s who” in the<br />

app s<strong>to</strong>res that you will be able <strong>to</strong><br />

compare month <strong>to</strong> month.<br />

What surprises us most this<br />

month is that we don’t see more<br />

Holiday themed apps in the <strong>to</strong>p<br />

rankings, usually developers can<br />

ride the wave of the season, but I<br />

think developers are starting <strong>to</strong><br />

think more long-term success<br />

rather than bursts of seasonal<br />

revenue.<br />

In the iOS s<strong>to</strong>re for this issue<br />

we’ve seen little movement in the<br />

paid realm with the giants like<br />

Facebook, Pandora, and Angry<br />

Birds ruling there. It’s no surprise <strong>to</strong><br />

see Gmail is in the <strong>to</strong>p 10 free<br />

apps, with the release of their new<br />

client for iOS (partially HTML5<br />

based).<br />

Google Play <strong>to</strong>p 10 paid is<br />

dominated mostly by <strong>game</strong>s, as is<br />

the <strong>to</strong>p Free. But apps like Foxfi<br />

that turn your Android in<strong>to</strong> a<br />

Blue<strong>to</strong>oth or Wifi hotspot have also<br />

made their mark this month.<br />

The Amazon app s<strong>to</strong>re is a<br />

mixed bag ranging from utility apps<br />

<strong>to</strong> <strong>game</strong>s – all of which play nicely<br />

on the Kindle Fire of course, we’ll<br />

keep our eye on movers for our<br />

premier issue that use the new<br />

Amazon map API.<br />

And in the Windows market it’s<br />

no surprise <strong>to</strong> see Facebook,<br />

YouTube, and Skype in the <strong>to</strong>p free<br />

because they were missing on the<br />

initial release of Windows 8. In the<br />

<strong>to</strong>p paid it’s interesting <strong>to</strong> see more<br />

utility apps than <strong>game</strong>s being<br />

downloaded.<br />

10 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


“Everything that<br />

can be invented<br />

has been invented.”<br />

Charles H. Duell, U.S. Commissioner of Patents, 1899<br />

Yeah Right!<br />

Yes there are now over half a million apps, yes 1% of<br />

apps make 90% of the revenues, so what’s the use right?<br />

Wrong! Yes, it’s not easy and yes, there is still money <strong>to</strong><br />

be made. Work smart with real world information at <strong>App</strong><br />

<strong>Developer</strong> Magazine and <strong>App</strong><strong>Developer</strong>Magazine.com.<br />

IMAGINE • DEVELOP • LAUNCH<br />

www.appdevelopermagazine.com


JUST | PEACHY<br />

My Thoughts on the<br />

Windows Phone 8<br />

Marketplace<br />

By Peach Pellen<br />

With the recent launch of<br />

Windows Phone 8 I've had developers<br />

start asking me whether or<br />

not I think it's worth trying <strong>to</strong> port<br />

some of their more<br />

<strong>successful</strong><br />

apps <strong>to</strong> the<br />

mar-<br />

ketplace,questioning<br />

whether<br />

or not they<br />

might benefit from<br />

the added visibility<br />

that goes with having a fraction of<br />

the apps <strong>to</strong> compete with compared<br />

<strong>to</strong> the <strong>App</strong> S<strong>to</strong>re or Google<br />

Play.<br />

Honestly, it's a <strong>to</strong>ugh call. On<br />

the one hand Microsoft just doesn't<br />

have the audience <strong>App</strong>le or Google<br />

do. Gartner Inc. reported back in<br />

November that Microsoft's current<br />

(global smartphone) market share<br />

was only 2.4% - ouch.<br />

There's also the fact that with<br />

120,000 apps in the s<strong>to</strong>re as of<br />

Oc<strong>to</strong>ber increased visibility for your<br />

app isn't a sure thing. Statistically it<br />

may be around 7 times less crowded<br />

the iOS or Android marketplaces<br />

but bloated / 7 doesn't exactly<br />

equate <strong>to</strong> empty.<br />

On the plus side a developer's<br />

license is only $99, (the same as<br />

<strong>App</strong>le charges,) and you get <strong>to</strong><br />

keep 100% of your revenue until<br />

you hit the $25,000 mark, at which<br />

point Microsoft will start taking<br />

20% instead of the 30%<br />

which has become industry<br />

standard.<br />

At the unveiling of the first<br />

Nokia Windows 8 phone, (the<br />

Lumia,) Steve Ballmer said "The<br />

next app developer <strong>to</strong> hit it really,<br />

really big will be a developer on<br />

Windows." and <strong>to</strong> be honest I'm<br />

pretty skeptical about<br />

that; I think the next<br />

app developer <strong>to</strong> hit<br />

it big will be, as we<br />

so often see, someone<br />

developing<br />

cross-platform for<br />

iOS and Android.<br />

Like RIM,<br />

Microsoft seems <strong>to</strong><br />

be trying <strong>to</strong> sell<br />

developers the same gold rush<br />

dream but without the same his<strong>to</strong>ry<br />

of huge payday s<strong>to</strong>ries we see<br />

coming from iOS and Android. It's<br />

a nice gesture but without the market<br />

share <strong>to</strong> really back it up.<br />

On a personal level I'd like <strong>to</strong><br />

see Windows Phone 8 take off; not<br />

because I'm a Microsoft fan, (I'm<br />

I'm a firm<br />

believer in<br />

giving every<br />

marketplace<br />

a fair go<br />

not,) but because I'm a Nokia fan. I<br />

haven't tried a Lumia yet, I'm reluctant<br />

<strong>to</strong> spend money on it knowing<br />

I won't be developing anything for<br />

it until <strong>App</strong>celera<strong>to</strong>r supports it,<br />

however I admit my soft spot for<br />

Nokia does give me an urge <strong>to</strong> see<br />

an app of mine running on there.<br />

(Although <strong>to</strong> be fair this could just<br />

be me being somewhat nostalgic<br />

for Symbian, a mobile OS I must<br />

have spent upwards of 10,000<br />

hours using in my teen years.)<br />

Of course, there's always the<br />

fear that using a Nokia running<br />

Windows may scar the name forever<br />

for me - although<br />

maybe that would be a<br />

good thing, my hands<br />

are pretty full dealing<br />

with Android fragmentation<br />

as it is!<br />

Seriously though, if<br />

you're already using an<br />

SDK that supports or<br />

will soon support the<br />

platform I'd say go for it; if it's not<br />

a huge time sink I'm a firm believer<br />

in giving every marketplace a fair<br />

go, if only <strong>to</strong> be able <strong>to</strong> blast it as<br />

an informed individual at a later<br />

date and not be called a "hater".<br />

Maybe you'll be that first Windows<br />

Phone 8 developer <strong>to</strong> "hit it really,<br />

really big."<br />

Peach Pellen has been involved in mobile app development for iOS and Android devices since<br />

2009 and has over 60 published apps in the mobile market. She is also a support engineer for<br />

Ansca Mobile, and operates PeachPellen.com and Techority.com in her spare time.<br />

12 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


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DEV | INTERVIEW<br />

“We have a simple<br />

system implemented. We<br />

work on one large app,<br />

which at the moment is the<br />

episodic adventure <strong>game</strong><br />

Forever Lost, and during<br />

this process we take<br />

temporary breaks <strong>to</strong> work<br />

on smaller projects<br />

which take around one<br />

week <strong>to</strong> create.<br />

Ideas come <strong>to</strong> you at<br />

the strangest of times and<br />

it is important, especially<br />

with the increasing number<br />

of apps available now, <strong>to</strong> be<br />

as innovative and creative<br />

as possible. It is not simply<br />

a case of sitting down and<br />

thinking of an app idea.<br />

During the development<br />

process of the larger <strong>game</strong><br />

our minds are constantly<br />

flowing and creating new<br />

ideas for apps. As soon as<br />

we think of an idea, no<br />

matter how basic, we write<br />

it down and when we feel<br />

like a break we put <strong>to</strong>gether<br />

pro<strong>to</strong>types of the ideas<br />

we like the most.”<br />

About<br />

Glitch Games<br />

We recently sat down with Graham Ranson, co-founder of Glitch<br />

Games based in the United Kingdom. They are the developers of<br />

“Forever Lost” an app for iOS and Android that has been gaining<br />

popularity<br />

Tell us about<br />

Glitch Games<br />

Glitch<br />

Games consists<br />

of one artist, Simon, and one<br />

coder, Graham (shown above),<br />

and we have been developing<br />

<strong>to</strong>gether as a company since<br />

January 2012. We currently have<br />

eight released apps but have<br />

countless pro<strong>to</strong>types in various<br />

stages of development. We both<br />

work full-time at Glitch, however<br />

mostly this turns in<strong>to</strong> much longer<br />

than full-time with regular 14 plus<br />

hour days in 7 day weeks. We are<br />

both in our mid-twenties.<br />

What apps have you published<br />

and what is the most popular?<br />

At present we have eight pub-<br />

14 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


lished apps, each very different<br />

from the last ranging from an<br />

interactive book for kids <strong>to</strong> an<br />

old-school point’n’click adventure<br />

<strong>game</strong>. Our two most popular<br />

apps are Blox, a fast paced multi<strong>to</strong>uch<br />

arcade <strong>game</strong>, that was at<br />

one point receiving over 100,000<br />

free downloads a week and our<br />

most recent <strong>game</strong>, Forever Lost,<br />

an episodic adventure <strong>game</strong> that<br />

has received our highest volume<br />

of paid downloads <strong>to</strong> date.<br />

Let’s talk revenue, Which<br />

market is most profitable<br />

for you?<br />

Our most popular paid app is<br />

not yet available on <strong>android</strong><br />

devices so iOS has been far more<br />

profitable for obvious reasons.<br />

We have released some of our<br />

apps on both s<strong>to</strong>res, but we have<br />

not had much success with<br />

Android <strong>to</strong> date.<br />

What is your most <strong>successful</strong><br />

way of earning revenue with<br />

your apps (in-app, free/paid,<br />

etc)?<br />

We have experimented with<br />

in-app, free and paid releases<br />

over the last year and a set price<br />

suits us best. The set price allows<br />

us <strong>to</strong> do sales whenever we wish<br />

and generally helps decrease any<br />

of the complications associated<br />

Tired of being packed<br />

in the app s<strong>to</strong>re with<br />

everyone else?<br />

DISCOVER SECRETS TO BEING NOTICED WITH TIPS<br />

FROM APP DEVELOPER MAGAZINE.<br />

IMAGINE • DEVELOP • LAUNCH<br />

w w w. a p p d e v e l o p e r m a g a z i n e . c o m


DEV | INTERVIEW<br />

with the in-app structure.<br />

From our experience, if a<br />

cus<strong>to</strong>mer expects <strong>to</strong> receive<br />

an app for free and then is<br />

required <strong>to</strong> pay for content<br />

from within the app, then<br />

many feel like they have been<br />

conned.<br />

We used the in-app function<br />

for our first few apps so<br />

that the cus<strong>to</strong>mer could get<br />

a feel for the <strong>game</strong> before<br />

they had <strong>to</strong> fork out any<br />

money. We thought this<br />

would be a bonus for our<br />

cus<strong>to</strong>mers, but in the end it<br />

was more hassle than it’s<br />

worth. Our two most recent<br />

paid apps were released for a<br />

set price and these have<br />

brought in around 90% of<br />

our <strong>to</strong>tal revenue for the year<br />

alone.<br />

Which mobile ad networks<br />

do you prefer?<br />

We haven’t had much<br />

success with monetizing<br />

from adverts however that<br />

may be less <strong>to</strong> do with the<br />

networks themselves and<br />

more <strong>to</strong> do with our apps. So<br />

far we have tried both<br />

Inneractive and InMobi and<br />

although we’re not really the<br />

right people <strong>to</strong> talk about<br />

which one is better in<br />

regards <strong>to</strong> monetization we<br />

can say that they both have<br />

great cus<strong>to</strong>mer support from<br />

our experience with the few<br />

times we needed any help. If<br />

we try adverts again we are<br />

going <strong>to</strong> test RevMob.<br />

Share some general<br />

revenue numbers on a<br />

monthly or yearly basis.<br />

Our revenue for the first<br />

eight months made us question<br />

whether we would ever be<br />

able <strong>to</strong> make a living in app<br />

development. Although our<br />

first six apps taking an average<br />

of one week development<br />

time; we had hoped for far<br />

more income than we had<br />

actually received.<br />

Despite the popularity of<br />

Blox, it only seemed <strong>to</strong> do well<br />

during the temporary free sale<br />

periods so we were unsure<br />

whether the big adventure<br />

<strong>game</strong> ( Forever Lost ) which<br />

we had been working on for<br />

six months would fall <strong>to</strong> the<br />

same fate. To our fortune,<br />

Forever Lost was an instant<br />

hit, with five star reviews pouring<br />

in from every country giving<br />

us a promising opening<br />

week. We hit just under the<br />

$5000 mark in the first week<br />

of sales and despite dropping<br />

slightly, it has been pretty constant<br />

since.<br />

What is your development<br />

process (from idea <strong>to</strong><br />

release)?<br />

We have a simple system<br />

implemented. We work on one<br />

large app, which at the<br />

moment is the episodic adventure<br />

<strong>game</strong> Forever Lost, and<br />

during this process we take<br />

temporary breaks <strong>to</strong> work on<br />

smaller projects which take<br />

around one week <strong>to</strong> create.<br />

Ideas come <strong>to</strong> you at the<br />

strangest of times and it is<br />

important, especially with the<br />

increasing number of apps<br />

available now, <strong>to</strong> be as innovative<br />

and creative as possible. It<br />

is not simply a case of sitting<br />

down and thinking of an app<br />

idea. During the development<br />

16 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


<strong>App</strong> <strong>Developer</strong> Magazine and <strong>App</strong><strong>Developer</strong>Magazine.com are the definitive<br />

resources for the <strong>App</strong> developer. The magazine is offered in print, digital, and<br />

mobile formats providing a monthly snapshot of what matters <strong>to</strong> <strong>App</strong> develop-<br />

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ers and offers big picture analysis on the <strong>App</strong> development industry.<br />

<strong>App</strong><strong>Developer</strong>Magazine.com provides a comprehensive review of daily<br />

news, trends, tech, jobs and more.<br />

Imagine • Develop • Launch


DEV | INTERVIEW<br />

process of the larger <strong>game</strong> our<br />

minds are constantly flowing and<br />

creating new ideas for apps. As<br />

soon as we think of an idea, no<br />

matter how basic, we write it<br />

down and when we feel like a<br />

break we put <strong>to</strong>gether pro<strong>to</strong>types<br />

of the ideas we like the most.<br />

Which development platform<br />

do you use most, any favorites?<br />

We have been using the<br />

Corona SDK since the early days<br />

of its life and even though it has<br />

its issues and limitations, just like<br />

any other framework, we have<br />

stuck with it because it allows us<br />

<strong>to</strong> build pro<strong>to</strong>types very quickly<br />

which, more times than not, we<br />

can then use the same code <strong>to</strong><br />

actually create the non-pro<strong>to</strong>type<br />

builds.<br />

Corona also makes cross platform<br />

development across iOS and<br />

Android very easy, even though<br />

Android hasn’t really made us any<br />

money yet we’re hoping that the<br />

Android version of Forever Lost<br />

will do better.<br />

Biggest challenges in mobile<br />

development for you?<br />

For us the biggest challenge<br />

has been in marketing, before<br />

starting out we had no experience<br />

with this side of things and essentially<br />

we were naive. We simply<br />

assumed that if we make something<br />

good then people will buy it,<br />

which <strong>to</strong> the most part is actually<br />

true, but the phrase should really<br />

be that if you make something<br />

good, and people know about it,<br />

they will buy it.<br />

We have been getting better<br />

at marketing with each successive<br />

app and one of the things we<br />

have learned the hard way is that<br />

marketing starts from day one.<br />

The minute you have something<br />

interesting <strong>to</strong> show people make<br />

sure you do. Chances are it will go<br />

unnoticed but just keep showing<br />

people stuff and eventually people<br />

will see it which makes it much<br />

easier for them <strong>to</strong> find your product<br />

once it’s finally released as<br />

they will already know about it.<br />

How do you market your apps<br />

(youtube, cross-promotion, etc)<br />

We use all the usual methods<br />

that we can afford, i.e. are free,<br />

such as our Facebook and Twitter<br />

pages as well as YouTube and the<br />

traditional guilting of our friends<br />

and families. We also have a<br />

newsletter and a blog but not<br />

many followers of each yet. We<br />

have found that so far the best<br />

method, for us at least, has been<br />

word of mouth between friends<br />

and on the TouchArcade forums.<br />

We could do more, which may<br />

explain why our apps haven’t sold<br />

as well as we hoped they would.<br />

As mentioned, for us marketing is<br />

by far the hardest part of this<br />

business and up until starting this<br />

adventure we had zero experience<br />

with it so were completely lost.<br />

The single most important fac<strong>to</strong>r<br />

in app development?<br />

Passion. If you don’t love what<br />

you’re doing and what you’re<br />

making than you’ll make a substandard<br />

product and if you’re not<br />

having fun when you’re making it<br />

then what’s the point?<br />

Do you have any great developer<br />

tips from things you've<br />

learned in regards <strong>to</strong> any of the<br />

above?<br />

If you are going <strong>to</strong> make apps<br />

then make sure you do it well. We<br />

may not have the best artist or the<br />

best programmer in the world, but<br />

the key is that we have both. So<br />

many programmers/artists try <strong>to</strong><br />

make apps alone, but it takes a<br />

collaboration of both <strong>to</strong> make a<br />

good app and make sure you play<br />

<strong>to</strong> your strengths.<br />

If you’d like <strong>to</strong> talk <strong>to</strong> Simon or<br />

Graham you can contact them at<br />

hey@glitch<strong>game</strong>s.co.uk.<br />

<strong>App</strong>s From Glitch Games<br />

18 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


Want <strong>to</strong> learn how <strong>to</strong><br />

stand out from the crowd?<br />

Each month <strong>App</strong> <strong>Developer</strong><br />

Magazine provides a<br />

snapshot of the previous<br />

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make sense of a sea of<br />

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any other source.<br />

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DEV | ADVICE<br />

A lot of you<br />

send me your<br />

<strong>game</strong>s <strong>to</strong> figure<br />

out a problem<br />

here and<br />

there, or ask<br />

me questions<br />

about how <strong>to</strong><br />

do XYZ or thisand-that.<br />

Some<br />

of you send me assets without<br />

blinking; other of you are reluctant<br />

<strong>to</strong> send me your assets<br />

because your <strong>game</strong> is the next<br />

Angry Birds and you don’t want<br />

anyone <strong>to</strong> see your creation.<br />

Some of you are reluctant <strong>to</strong><br />

send me the code because the<br />

“code” is not pretty. Trust me,<br />

Elements<br />

To A Successful Game<br />

By Carlos Icaza<br />

I’ve heard and seen just about<br />

every type of <strong>game</strong>, code design,<br />

and killer app — I’ve been working<br />

knee-deep in the mobile<br />

space since 2004, when it was<br />

“pre-his<strong>to</strong>ric.” I’ve seen the<br />

whole gamut!<br />

So, I see a lot of <strong>game</strong>s and<br />

apps. Of course, I see a lot of<br />

Corona-made apps, but I also get<br />

<strong>to</strong> see a lot of non-Corona apps<br />

— and I get the same question<br />

asked over and over again.<br />

What makes a <strong>game</strong> <strong>successful</strong>?<br />

And with apologies <strong>to</strong><br />

Cookie Monster, here we go…<br />

While there is no magic elixir<br />

as <strong>to</strong> what makes a <strong>game</strong> a success.<br />

I have seen a series of ele-<br />

One of the<br />

most exciting<br />

parts of being<br />

at Ansca, is<br />

that I get <strong>to</strong><br />

see a lot of<br />

your great<br />

<strong>game</strong>s all the<br />

way from<br />

inception <strong>to</strong><br />

being released<br />

on the <strong>App</strong><br />

S<strong>to</strong>re and/or<br />

Android<br />

Market.<br />

ments that most <strong>successful</strong><br />

<strong>game</strong>s have and in Cookie<br />

Monster lingo, here is the Letter<br />

What makes a<br />

<strong>game</strong> <strong>successful</strong>?<br />

And with apologies<br />

<strong>to</strong> Cookie Monster,<br />

here we go…<br />

20 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch


Tired of climbing the<br />

mountain of apps<br />

Let <strong>App</strong> <strong>Developer</strong> Magazine and website help guide you!<br />

IMAGINE • DEVELOP • LAUNCH<br />

www.appdevelopermagazine.com


DEV | ADVICE<br />

E for the key <strong>elements</strong> <strong>to</strong> a <strong>successful</strong><br />

<strong>game</strong><br />

1. The <strong>game</strong> must be<br />

engaging.<br />

2. The <strong>game</strong> must be<br />

entertaining.<br />

3. The <strong>game</strong> must be<br />

enjoyable.<br />

4. The <strong>game</strong> must be elastic.<br />

5. The <strong>game</strong> must be<br />

expandable.<br />

6. You must <strong>game</strong> must<br />

expose the user <strong>to</strong> other<br />

players.<br />

7. A <strong>game</strong> starts in an<br />

endemic area.<br />

8. A <strong>game</strong>, once it reaches<br />

mass appeal, it becomes<br />

an epidemic. It is viral and<br />

at this point uns<strong>to</strong>ppable.<br />

While it is difficult <strong>to</strong> articulate<br />

everything in detail, I will do my<br />

best <strong>to</strong> see if I can make sense for<br />

each of the <strong>elements</strong> I mentioned<br />

for a <strong>successful</strong> <strong>game</strong>.<br />

A <strong>game</strong> must be engaging!<br />

Think of having an engaging conversation<br />

— the conversation can<br />

be enjoyable or entertaining. Not<br />

all conversations are enjoyable, nor<br />

all conversations are entertaining.<br />

But if it has one or the other, you<br />

at least have three items from the<br />

list: engaging, entertaining, and<br />

enjoyable.<br />

Now, think of a movie that is<br />

entertaining — not all the movies<br />

that you consider <strong>to</strong> be entertainment<br />

may be enjoyable, but they<br />

could be engaging. The movie can<br />

have a plausible s<strong>to</strong>ry that makes it<br />

entertaining, but may not be<br />

engaging. But certainly a movie<br />

that is enjoyable can be quite<br />

entertaining and engaging at the<br />

same time. Think of it this way:<br />

Entertaining = mass appeal.<br />

Simple.!<br />

Now on<strong>to</strong> the rest! A <strong>game</strong><br />

must also be expandable, some-<br />

thing that you can keep growing.<br />

In the case of the Angry Birds franchise,<br />

there is Angry Birds<br />

Seasons, Angry Birds St. Patrick’s,<br />

Angry Birds Valentine’s Day…<br />

Again, using a movie metaphor,<br />

think of a movie sequel. Although<br />

not always as good as the original,<br />

you can still continue the franchise.<br />

Lastly, the <strong>game</strong> must be elastic.<br />

You have <strong>to</strong> take the <strong>game</strong>play<br />

<strong>to</strong> the breaking point. For me, this<br />

is the one of the <strong>to</strong>p <strong>elements</strong> here<br />

(the key ingredient!). One has <strong>to</strong><br />

pick up a <strong>game</strong> and be able <strong>to</strong><br />

grasp it in matter of seconds. You<br />

must “fool” the player in<strong>to</strong> thinking<br />

that it is easy, and have them go <strong>to</strong><br />

the next level, continuing as the<br />

<strong>game</strong> gets progressively harder.<br />

That’s the elasticity of a <strong>game</strong>:<br />

stretch it is as far as you can while<br />

letting the player think that it’s still<br />

as easy as the first level.<br />

If the <strong>game</strong> is elastic, it is also<br />

entertaining, enjoyable, and/or<br />

engaging. At this point, the player<br />

will want <strong>to</strong> share the <strong>game</strong> with<br />

other <strong>game</strong> players — then, you<br />

have <strong>successful</strong>ly created an<br />

endemic <strong>game</strong> and the goal is <strong>to</strong><br />

make it an epidemic!<br />

And how do you expose your<br />

<strong>game</strong> <strong>to</strong> the masses? Create a<br />

Facebook Fan Page and a Twitter<br />

account for your company or<br />

<strong>game</strong>. Create a video demo of your<br />

<strong>game</strong>. If you can afford it, try <strong>to</strong><br />

get someone <strong>to</strong> write a press<br />

release for you and get the word<br />

out. Partner with a company that<br />

can get you the exposure.<br />

And remember: all apps and<br />

<strong>game</strong>s — no matter how<br />

<strong>successful</strong> — are ephemeral.<br />

Don’t fall in<strong>to</strong> the mental trap that<br />

your <strong>game</strong> will be on <strong>to</strong>p of the<br />

charts for months on end, or a year<br />

or two. Today, we live in an ADD<br />

world and <strong>to</strong>day’s headline is<br />

<strong>to</strong>morrow’s old news. Your job is<br />

<strong>to</strong> always keep your <strong>game</strong> fresh,<br />

introduce new levels, build trust<br />

with your players, award them with<br />

coupon codes, etc. Making a <strong>game</strong><br />

is not just about making pretty pixels<br />

move around the screen, it is a<br />

business. And part of that business<br />

is also the ability <strong>to</strong> market (evangelize!)<br />

your <strong>game</strong>.<br />

A little disclaimer: the s<strong>to</strong>ck<br />

inclusion of all the <strong>elements</strong> I men-<br />

And remember:<br />

all apps and <strong>game</strong>s<br />

— no matter how<br />

<strong>successful</strong> — are<br />

ephemeral.<br />

tion is no elixir. It doesn’t guarantee<br />

your <strong>game</strong> <strong>to</strong> become a 40 million<br />

download juggernaut.<br />

Nevertheless, having some of<br />

these key <strong>elements</strong> in your <strong>game</strong><br />

will make your <strong>game</strong> that much<br />

more enjoyable, entertaining,<br />

and/or engaging <strong>to</strong> play — and if<br />

you get <strong>to</strong> that, you will au<strong>to</strong>matically<br />

get more exposure.<br />

After that, you could become<br />

endemic, and turn out <strong>to</strong> be the<br />

next big gaming “epidemic!”<br />

Carlos Izaca has been shipping industry standard software since 1991 shipped software titles<br />

such as Adobe Illustra<strong>to</strong>r, Flash Authoring, Mobile Flash-Lite, Deneba Canvas and a others. He<br />

started a mobile framework company in 2007 called Ansca, Inc. and <strong>game</strong>s/apps created with<br />

the Corona SDK have been played by over 55 million users. Currently he is a technical advisor <strong>to</strong><br />

several startups.<br />

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Easier <strong>to</strong> Do:<br />

Find Bigfoot<br />

or Develop<br />

the Next<br />

Million<br />

Dollar <strong>App</strong>?<br />

By Richard Harris<br />

I was talking with our Publisher<br />

about a developer he knows that is a<br />

genuine, dyed in the wool Bigfoot<br />

hunter. If there is a sighting within<br />

500 miles, he’s off <strong>to</strong> check it out.<br />

Of course he’s never seen Bigfoot,<br />

but he’s been close (he thinks) plenty<br />

of times!<br />

It's exciting as a developer <strong>to</strong><br />

think of the prospect of making a<br />

piece of software that can be distributed<br />

over millions of devices and<br />

turn you in<strong>to</strong> a millionaire. But for<br />

every <strong>successful</strong> app that has generated<br />

a million dollars, there are at<br />

least thousands underneath it that<br />

have never gotten close (still better<br />

odds than finding Bigfoot though).<br />

Let me prefix this by saying I've<br />

never created a million dollar app<br />

though I have had some very <strong>successful</strong><br />

apps. But in the 200 published<br />

apps my company has developed,<br />

no single app has ever generated<br />

me a million dollars.<br />

But like Thomas Edison once<br />

said, “If I find 10,000 ways something<br />

won't work, I haven't failed. I<br />

am not discouraged, because every<br />

wrong attempt discarded is another<br />

step forward.”<br />

So based on my varying levels of<br />

success and contacts in the industry<br />

that have <strong>successful</strong>ly created million<br />

dollar apps, let me highlight for<br />

you a few points that I believe those<br />

apps have in common, ordered by<br />

priority.<br />

It's an <strong>App</strong> People are<br />

Curious About<br />

Most popular apps seem <strong>to</strong> be<br />

driven by a couple of fac<strong>to</strong>rs. One is<br />

that the app itself makes people<br />

curious. Curiosity gets people think-<br />

ing, after all isn't that why we write<br />

our app descriptions?<br />

Another fac<strong>to</strong>r is that some<br />

apps are popular just because<br />

they're being driven by expensive<br />

marketing tactics. That doesn't<br />

mean they are necessarily good<br />

apps, it just means there's a lot of<br />

money behind them that is driving<br />

these apps in<strong>to</strong> the market.<br />

The point I'd like <strong>to</strong> make is that<br />

an app needs <strong>to</strong> be interesting and<br />

make the user curious. If it's a<br />

<strong>game</strong>, people want <strong>to</strong> know how<br />

many levels are in it, how many different<br />

types of characters are in it, is<br />

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actually work, find ways <strong>to</strong> promote and<br />

monetize, keep up with changes inside and<br />

outside the market, the list goes on. Now you<br />

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it hard <strong>to</strong> play, is it easy <strong>to</strong><br />

play, etc. If it's a utility app, does it<br />

do something that I will use every<br />

day or is it a real niche type of<br />

app that I'll only use once in a while<br />

and thus probably wouldn't be<br />

curious <strong>to</strong> know if it worked in the<br />

first place.<br />

It's a Buzz<br />

This one is obvious. Does everyone<br />

have this app? Is every<br />

one talking about this app? If you<br />

can get a social buzz working about<br />

an app, your chances have more<br />

than tripled <strong>to</strong> be <strong>successful</strong> in the<br />

market.<br />

Looks Are Everything<br />

As developers I think the general<br />

consensus is that it's easier <strong>to</strong> program<br />

the app itself and then <strong>to</strong> try <strong>to</strong><br />

make it look good. Be careful here<br />

because while programming has <strong>to</strong><br />

take a front seat, a close second is<br />

making the app look outstanding, I<br />

mean really good. <strong>App</strong>s that are popular<br />

are that way because they look<br />

amazing, are easy on the eyes, and<br />

have interesting things inside them<br />

that keep people curious. You should<br />

be spending as much time developing<br />

the look and feel of your app as<br />

you are programming it.<br />

The Free/ Paid/ Freemium Conundrum<br />

I won't get in<strong>to</strong> the specifics of<br />

each one of these marketing tactics<br />

because I think it's pretty common<br />

knowledge. You either give your app<br />

away for free, you charge people for<br />

your app, or you have a free version<br />

with paid features inside of it. It's a<br />

fairly mixed bag of success when<br />

using these three types of marketing.<br />

But of the three types, I think<br />

the apps that are million-dollar sellers<br />

are the ones using the free version<br />

pushing the paid version or a<br />

version where it's a free app with-in<br />

app purchases <strong>to</strong> upgrade or add<br />

additional features inside the app<br />

itself. That doesn't say that a free<br />

app running banner or interstitial<br />

advertisements can't generate $1<br />

million, but it's going <strong>to</strong> be a harder<br />

road than the others.<br />

The <strong>App</strong> Uses the Device’s<br />

Functionally <strong>to</strong> It's Max<br />

Most <strong>successful</strong> apps engage<br />

the user in a way that makes the<br />

app fundamentally different than<br />

apps that are not <strong>successful</strong>.<br />

Leveraging on device capabilities<br />

such as multi-<strong>to</strong>uch screens,<br />

accelerometer movements, HD<br />

graphics, and other<br />

types of functionality<br />

are what sets<br />

<strong>successful</strong> apps<br />

apart from their<br />

competi<strong>to</strong>rs.<br />

Developed for Multiple Devices<br />

and Platforms<br />

Million dollar apps are everywhere.<br />

They are on the iOS platform,<br />

the Android platform, they are<br />

available through Amazon, they are<br />

on small screens, large screens,<br />

medium screens! I think you get the<br />

point that it's important <strong>to</strong> make<br />

your app cross platform and available<br />

on most if not<br />

all screen sizes.<br />

You Don't Have <strong>to</strong> Be a Big Company<br />

I think it's a bit of a misconcep-<br />

tion <strong>to</strong> think that a $1 million app<br />

has <strong>to</strong> be something that has a lot of<br />

marketing and big money behind it.<br />

On the contrary, there are many<br />

apps that were created either in<br />

someone’s home office or basement<br />

and have become <strong>successful</strong> by<br />

accident.<br />

Know Your Audience<br />

Knowing who your app is targeted<br />

<strong>to</strong> is half the battle because million<br />

dollar app developers know who<br />

they are trying <strong>to</strong> reach and they do<br />

it well through marketing, rankings,<br />

and social media.<br />

Named Well<br />

Million dollar apps also have<br />

catchy names. When you think<br />

of a <strong>successful</strong> app such as<br />

Angry Birds you immediately<br />

know what the app is, what<br />

the app does, and what it<br />

looks like.<br />

Just<br />

imagine if Angry Birds had been<br />

named something like Throw The<br />

Bird!<br />

Of course there are many other<br />

<strong>elements</strong> <strong>to</strong> consider. Check out the<br />

article “8 Elements for a Successful<br />

Game” in this issue by Carlos Icaza.<br />

And while you’re coding in the<br />

warm environs of your office, living<br />

room, or wherever, consider that it<br />

could be worse. You could be standing<br />

in the middle of the woods in<br />

the freezing rain, looking for the<br />

washed out trail of the elusive<br />

Bigfoot.<br />

Richard Harris has worked in mobile development since 2003, and has been in IT administration<br />

for 15 years. He is the CEO of Moonbeam Development with over 200 apps published in<br />

the market. He is also the founder of LunarAds mobile cross promotion and mediation platform.<br />

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