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OF CUPERTINO
Tales from the App Store
Nate Heagy
Barcamp Saskatoon 2010
AN APP TOLD IN 3 ACTS
AND WHAT IS THIS?
This talk is meant to Act II: The First Steps.
give you a bit of the A quick run-down of what
stuff it takes to release you’ll need to get started.
an app for the app
store. Act III: Marketing. Some
tips on the non-code part of
Act I: Motivation. Why releasing an app: promotion,
every developer should be release dates, free versions,
making iPhone apps in their etc.
spare time.
ACT I: MOTIVATION
Why every developer should be making iPhone apps
LIKE A GOLD RUSH
The app store presents a unique opportunity
A lone developer can create an application and expect
it to be seen by thousands of shoppers
People will pay for your application
“In the 4 months between launch and the end
of September, I sold 2338 copies and made
$3200”
Previous Slide
PERSPECTIVE
Word Descrambler
GET A PRETTY ICON
For the most part, this is the single most important
design element in your game.
It’s all most people will see:
GET A PRETTY ICON
Seriously, put some effort into this
If you can’t design a good icon yourself, it’s
probably worth it to find someone that can
More on that in a second…
NAME WELL
Like an icon, one of the few things that most shoppers
will see
Some successful apps have put quite a bit of
information in theirs.
“Doodle Jump - BE WARNED: Insanely Addictive!”
Then again, “Angry Birds”
ONCE APPROVED
(It should still be weeks before your release date)
Generate promo codes in iTunes Connect and send
them to all the big review sites like TouchArcade
“I [believe] that Apple monitors TouchArcade
much more than any other site when deciding
which games to feature” —Matt Riz
“I put an effort to try every game we get a promo
code for” —Arnold Kim, operator of TouchArcade
GOOD UX
A good user experience is critical on iOS
Nate Heagy
twitter.com/nheagy
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