Developing for iPhone from start to App Store and Beyond Brian Robbins Founder – Riptide Games Slides:

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Presentation transcript:

Developing for iPhone from start to App Store and Beyond Brian Robbins Founder – Riptide Games Slides: IGDA Leadership Forum – November 13, 2009

Overview Process Problem Areas

Process

Idea Development Testing Launch

Process Idea Dev Program application & acceptance Contracts / Banking Development Testing Submit Launch Market

Idea ‘nuff said

Dev Program Application developer.apple.com/iphone Person registering is Agent, they have main dev account Standard Program - $99 / year Apply, then wait for acceptance Generally 1-2 weeks Can develop against simulator while waiting

Contracts / Banking Do these ASAP after approval Additional contract in iTunesConnect for paid apps Without bank info your app can’t go up on store

Development Intel-based Mac OSX Devices - iPod Touch 1 st gen or iPhone or iPhone 3G – 2 nd and 3 rd gen touch and 3GS are faster! Simulator is great, not for performance or accelerometer Objective-C easiest, C easy, C++ possible

Testing Test variety of devices Clean install Phone interruption Internet connectivity

Submit Through iTunesConnect by Team Agent Special distribution build that cannot be run on a device Have description, keywords, screenshots, logos ready Start submission before you’re ready so you see process

Launch ~2-3 weeks after submission get “Application is ready for sale” from Apple Change release date RIGHT THEN Date in app store is earlier of date you give or date you are approved Start marketing push

Marketing Promo codes to review sites (TouchArcade, SlideToPlay, TheAppera, PocketGamer, etc) YouTube videos Twitter LOTS of small reviewers, in aggregate they matter

Problem Areas

No Banking / Contracts Failure to follow guidelines Keywords / app description Testing & error handling Release Date

Q & A Brian Robbins President/Founder – Riptide Games Slides: