All Articles in TiPb Interviews

David Perry Talks Bugz for iPhone: Gaming, Development, and App Store

David Perry of Didev Studios wrote in to tell us about Bugz for the iPhone, and was kind enough to send along some interesting insights into the game, developing for the iPhone, and the App Store.

On the origins of Bugz as a PSP game:

Bugz was originally conceived about 2 years ago as a PSP game. It took me around a year of coding, design, graphics and audio work before I made a release into a competition that was being run at the time. Bugz was well received in the competition and received first place. The public seemed to like Bugz and it’s quirky cuteness.

On moving Bugz to the iPhone:

Recently I decided to look at iPhone development and Bugz was an obvious choice as a first project. The initial version of Bugz for the PSP only had 17 levels – this would obviously need expanding for the iPhone version. Whilst contemplating the iPhone port of Bugz, I asked a friend to join me on the project, he accepted and Didev Studios was born.

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TiPb Interview: Michael Alvarez of Avantar on Location Based Search, Paid vs. Free Apps, and More!

Michael Alvarez is the CEO of Avantar, the company behind iPhone applications like One Tap Movies, Showtimes, Calculator AXL, Yellow Pages, AirYell, and Munch. As part of TiPb’s ongoing interview series and our look at the iPhone App Store, Michael was good enough to discuss Avantar’s views on Apple’s new mobile platform, where it is, and where it’s going.

TiPb: Avantar has a wide range of apps on the market. Most appear to focus on quickly acquiring and succinctly displaying useful information like movie times, business listings, and restaurant options. What made Avantar choose these particular apps for your initial iPhone offerings?

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TiPb Interview: Weightbot Developers Mark Jardine and Paul Haddad Discuss iPhone Interface Innovation

Mark Jardine and Paul Haddad of Tapbots are the breakout designers and engineers behind Weightbot (iTunes link), one of the most original user experiences released on the iPhone App Store to date. Continuing the iPhone blog’s behind-the-scenes look at iPhone application development, Mark and Paul were kind enough to take time and discuss their ideas on interface and interactivity, and how what more we might expect from Apple’s next generation mobile platform.

TiPb: How was approaching the iPhone interface for this App different than how you would have approached an interface for another platform?

Mark: It was really different coming from a web design background. 320×460 isn’t a lot of space to work with and then you have to factor in the huge difference in input devices. A person’s finger is a lot less accurate than a mouse cursor. At the same time, I wasn’t designing a website so I was freed from a lot of rules and conventions I’ve been following over the past 8 years. So my initial approach was pretty simple. If Weightbot was an actual physical device, how could I make it usable and fun at the same time?

Paul: The thing I found challenging about dealing with the iPhone interface is that users want a silky smooth and yet the iPhone and iPod touch are both very slow compared to any modern Mac. I spent a lot of time juggling things around in order to get a consistent 60 fps for all the various animations within Weightbot. Coming from our current Multi Gigahertz, Multi Gigabyte and Multi Core world where for the most part you don’t have to worry about performance to a platform like the iPhone where every cycle and byte counts is a big change.

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TiPb Interview: PCalc Developer James Thomson Talks iPhone App Store and “Postmortems”

James Thomson is the acclaimed developer behind DragThing for Mac OS X and PCalc RPN Calculator for the iPhone and iPod Touch. Following up on his recent blog postings about the challenges involved navigating the still-nascent App Store business model for developers, and TiPb’s own look at whether or not there’s a “long tail” potential for the market, James was gracious enough to sit down (virtually) and share his thoughts with us about the issues facing 3rd party iPhone developers going forward.

TiPb: James, you recently blogged about PCalc in the context of a “postmortem”. What was the reaction like to that article, and did it bring about any changes in your current thinking or how you plan to proceed with PCalc going forward?

James Thomson: Reaction was interesting. Many iPhone developers contacted me privately, and via the blog, to say they had encountered similar problems with sales after the recent changes to the App Store.
Some pointed out the “Availability Trick” to change the App Store release date for your software when you do an update, to make it sort higher up in the listings. I talked about that a bit in a follow-up post here. It’s unclear whether it really is a trick, or just what you are supposed to do, but it does seem to work.

I’ve also tried a few other suggestions, like renaming the app to “PCalc RPN Calculator” to make sure it appears during searches for the word “calculator” which it didn’t before. So far, there has been a relatively small boost to sales, but I’m not sure how much of that is due to my changes, and how much is just down to the overall publicity that the article generated.

I’m working on a small 1.1.1 update at the moment to fix a few things, and I’ll likely add some more layouts and themes. The real question is what will happen to sales then. If they remain flat, with all the other changes, then I’m going to have to try some more traditional marketing beyond the Google AdWords adverts we are already running. To a certain extent, the blog itself /is/ a form of marketing - I don’t think I can really deny that, given it is raising the profile of our software.

Read the rest of the interview after the jump…

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