Beginning of the Summer …
Tuesday, June 8th, 2010So the summer is here again (almost). It’s been a busy couple of months. My last post was about Crash for Cash getting popular and boy has it ever gotten popular. In 2 months the game has been played 2 million times. Furthermore my estimates for daily profits were accurate. The first week that advertising kicked in I started kicking myself for not adding it sooner. Beyond getting played 2 million times, Crash for Cash also took the #1 spot in the racing category for about 3-4 days in April. The day it occurred was truly magical. My wife and I were in San Francisco on her Spring Break vacation. During the day we visited Alcatraz, walked from Fisherman’s Wharf to Crissy Beach, checked out the Exploratorium, and then finally walked the entire length of the Golden Gate Bridge to and fro. After crossing the Golden Gate Bridge on the way back was the first time I noticed Crash for Cash in the #1 spot. That was a good day!
Of course Crash for Cash isn’t the only cool thing going on. I also completed the new book iPhone 3D Game Programming All in One, which is currently being printed. This great new 400 page book is published by Cengage and should hit your local Barnes and Noble sometime during the first week of July. In the book I show new iPhone developers how to create a casual flight simulator for the iPhone using Unity. A pre-release version of the game accidentally went out onto the App Store (I forgot to pull it once I uploaded it for book screen shots, that Apple wouldn’t give me permission to use anyway). Long story short though the game actually pushed the book into Amazon’s Top 100 Game Development, 3D, and Apple books in various countries (US included). I ended up leaving the rough cut of the game up for a while since it was promoting sales. I now have a slightly more user friendly version coming out to coincide with the release of the book. A big goal of mine is not to change the game much from what the book covers. Originally, I was looking for 1 : 1 parity but I’ve since decided that a few more play tests and minor minor tweaks aren’t a crime so long as I stay within the realm of the book’s lessons any user should be able to replicate my minor tweaks in a few minutes. In due time I would like to release a fully polished product using the engine from this book. The flight model is really pretty cool and allows for loops and barrel rolls using a fairly accurate and sophisticated method of force and friction applications to the body of the aircraft. It’s not a dead ringer for X-Plane but it’s pretty close in my opinion.
Still in other news I began working at L3 Communications doing some serious games work in February. The work I’m doing there has been very fulfilling. I work with a fantastic team of individuals who love this stuff as much as I do (and GASP … I didn’t have to move to the West coast to find them, although one of them is from San Francisco). Through this job I’ve gotten to attend some really great conferences I might otherwise not have gone to and I’ve gotten to polish my skills even further all while working on projects that have a real world impact (something that I often find hollow in the traditional games industry). At some point I hope I can share more about my work in serious games but for now I’m just happy for the opportunity to apply my skills and communicate with a slew of talented people in this new (to me) arena.
There will be some more game information soon. I haven’t actually released a new game for the iPhone since last year. The funny thing is that by focusing on marketing I’ve been able to increase income from the App Store tremendously without releasing anything new. I plan to reinvest all that I’ve earned through the App Store although it may not be in the traditional sense. Keep reading to find out how all of this will grow (hopefully) into part of a larger plan ![]()