Making Games for the iPad

Making Games for the iPad by Dorathea Du Plessis

Making Games for the iPad

Binding:
Kindle Edition
Number of Pages:
0
ISBN:
Product Group:
book
Publisher:
Dorathea Du Plessis
Publication Date:
Sept. 15, 2010
BooksForGeeks.com ID:
8495

Attention: To Those Who Want to Make Money. Lots of Money. Do You Want to Make Games for the iPad And Make Money For Yourself and For Your Future? You're Not The Only One. Dear Apple Aficionado, No matter if you're a computer geek or someone who's just gotten an iPadTM, you might be thinking to yourself, how can I come up with iPadTM games? After all, you see how much they cost and how much money you might be able to make. Why not? But making games is for developers, isn't it? You need to be some sort of genius in order to make the sort of games that people will buy, don't you? While that used to be the case, you don't have to study up too hard in order to make an iPadTM game that will rock the market. The truth is that there aren't many games out there just yet, so you're in a position to not only make an impact, but also to make a financial killing - so to speak.
So, what do you need to know in order to create games for the iPad?

TABLE OF CONTENTS:
1 TAKING THE INDUSTRY OVER
2 BUILDING THE CONCEPT, CREATIVE BLOCK, COMING UP WITH AN IDEA, Get out of the house, CHOOSING AN IDEA, ARE YOU READY?
3 SPEAKING TO THE PLAYERS, CANABALT
4 PLANNING IT OUT, Johnny Nunchuks, MOVE LIST, EXPLORE THE MECHANICS, BREAKING IT UP
5 UNDERSTANDING THE IPAD1, PLAY WITH YOUR IPAD, THE DISPLAY, CAPABILITIES AS A POCKET-PC2, MULTIPLAYER, SOUND
6 DO I NEED TO KNOW HOW TO...?, CREATIVITY, COMMON SENSE, LEADERSHIP, HIRE PEOPLE YOU KNOW, BE PREPARED TO GO AT IT ALONE, WHAT YOU SEE IS WHAT YOU GET, THEY'RE EASY TO LEARN, THEY INCLUDE THEIR OWN PROGRAMMING LANGUAGES, THEY'RE NOT JUST FOR HOBBYISTS, I CAN'T DRAW/WRITE MUSIC/DO ANYTHING ARTISTIC
7 MAKING THE SOFTWARE WORK FOR YOU, GAME EDITOR, iSMACK, NETBEANS, UNITY1, HOW TO USE ALL OF THIS SOFTWARE, FOR GRAPHICS, PHOTOSHOP, CHEETAH 3D, FOR SOUND, ACID, KORG DS 10, Garage Band, FOR ORGANIZATION, GOOGLE SPREADSHEETS, GOOGLE DOCS, A COFFEE MAKER, NOW THAT YOU'RE DONE
8 MARKETING YOUR FIRST RELEASE, ANYONE WITH AN IPAD, GETTING THE WORD OUT THERE, THE MAJORITY OF INDEPENDENT GAME ADVERTISING IS CONDUCTED THROUGH WORD OF MOUTH, WORD OF MOUTH IS EASY TO GENERATE, GIVE THE GAME AWAY FOR FREE, VIDEO ADS, VIRAL ADVERTISING, Build an online presence, HOW TO FAIL, HOW TO KEEP SALES GOING, PAY-WHAT-YOU-WANT SALES, SPECIAL EDITION RE-RELEASES, SEQUELS, SPINOFFS, AND NEW GAMES
9 SELLING YOUR GAMES, WHERE TO SELL YOUR GAMES, BROWSER-BASED, THIRD-PARTY DISTRIBUTION: THE APP STORE, HOW TO FAIL, EXPLICIT SEXUAL CONTENT, COPYRIGHT VIOLATION, RANDOM THINGS, PORTING YOUR GAMES, WHAT DO I CHARGE?
10 PLANNING THE FOLLOW-UP, KEEP PEOPLE UPDATED, WHAT GAMERS EXPECT, KEEPING YOUR BRAND STRONG, BREAKING NEW GROUND, SEQUELS, ESCALATION, REFINEMENT, EPISODIC CONTENT
11 MAKING A LIVING IN GAME DESIGN, THE DOOR IS WIDE OPEN, TREAT IT LIKE A JOB, YOUR FIRST FIVE GAMES, OTHER PATHS
12 ADVANCED READING, CHRIS CRAWFORD ON GAME DESIGN, ACTION BUTTON DOT NET, ROGER EBERT, OLD MAN MURRAY DOT COM, THE FIRST QUARTER: A TWENTY-FIVE-YEAR HISTORY OF VIDEO GAMES, ANYTHING ABOUT CHESS, CONCLUSION

Our Network

BooksForGeeks.com is a participant in the Amazon Europe S.à r.l. Associates Programme, an affiliate advertising programme designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.co.uk