I’ve learned a lot about iPhone game programming, cocos2d for iPhone and Xcode, Objective-C and the Mac OS in the past year. I want to share my knowledge pertaining to cocos2d in specific and iPhone game development in general. I’ve created a completely new website dedicated to cocos2d over the last 2 weeks:

I made a 90+ (!) pages Tutorial about how to setup an Xcode project for professional work, including cross-referencing the cocos2d project, optimizing the build settings and adding targets for all platforms and purposes (eg debugging crashes). You can view the tutorial on my website or download it as PDF!
Since after 10 years in the game industry i’ve specialized in iPhone Game Development using cocos2d for iPhone i will always have something to say or add to this website. Let me know what you think and if you like it, please tweet it and recommend it to your peers, thank you!
At the moment my first project with Ravensburger Digital is being tested. I’m eagerly awaiting feedback and if all turns out well it could be ready for release next week. In the meantime i’ve sent out 3 more project proposals, i have at least two others yet to be done, then there are two promised and three ongoing talks for potential projects or cooperations, former colleagues would like to hire me for an incredibly interesting project and finally there’ll be a minor update for 51 Japanese Characters coming soon and we’re thinking about potential spinoffs and cooperations to create a “Characters” series. There’s one more option to consider still: making a living on the iPhone App Store by publishing my own game(s). All i really need for that is some spare money to pay someone else to create art and audio for me. I’m also looking into proposing a business opportunity to a 3rd party whose work i admire and adore – so yet another option, this one i follow through simply out of sheer interest in the product that particular company creates – and it’s got nothing to do with computer games at all!
Overall i’d say i really enjoy being in such high demand, and i feel kind of bad already that i’ll eventually have to choose between some of these outstanding proposals. If i could clone myself i think i’ll need more than just one clone. I’m actually considering something similar to what Dr Touch is doing: a band of freelance game programming brothers working under one name and distributing the workload based on qualification, free time and interest in the project. In the long run it could lead to me actually starting a game programming service company, who knows? But let me not get ahead of myself, i’m still working on the base technology for my cloning facility.
I really, and i mean really, wonder why none of my other colleagues have chosen to go that road? I have some thoughts … because those were mine and i do what everyone does: i conclude that what i experience, others experience as well.
When i was first thinking to work as freelancer in late 2009, i expected to spend most of my time alone, to be disconnected from the people i have to rely on to get a job. To have a huge problem reaching out to contacts and getting them interested, or simply making new contacts. My worst imagination had me begging for projects for low prices just so i could sustain a living. But to the contrary, now i could easily find enough work for two. I’m lucky that i know some people who do have the contacts and that’s just as important as having the contacts yourself. And the payment … well, i’m currently expecting to earn more than in my last year as an employee with bonus program and stock options. But of course i have higher running costs as well.
I also worried about all the extra costs a freelancer has, and all the paperwork it involves. Especially considering taxes, and paying them monthly in advance. Let alone the process of registering a business and running it properly, with all the legal and tax issues to be considered. It turns out that a helpful tax consultant is worth a lot – if only to take away those uncertainties and worries. Yes, i just spent an hour filling out my first tax form – and 15 minutes on the phone with my tax consultant to make sure i’m making the important checks and correct entries that are in my best interest. Time well spent.
In addition i was put off by certain internet platforms offering work for freelancers. I get a daily summary of jobs offered and over the last 2 months there have been only 2-3 iPhone programming jobs offered. The rest required absurd skills in insurance policies, high-technology systems, low-level engineering, highly specialized areas of expertise – it’s all about buzzwords like Kordoba, SAP BPS, CATS, ABAP-OO, SOA/ESB, Microsoft SCCM, Citrix, PL/SQL, HFM, PMO and roles like Process Analyst, IT Security Manager, Online Banking System Expert, Solaris Administrator, Oracle Consultant and of course the obligatory Business Analyst. Definetely not the kind of jobs i would know anything about. And that painted a skewed picture of demand – if you look in the right places, or advertise yourself in the right places (such as the cocos2d forum through which i got 2 contacts) and have the right contacts in your business it does become obviouswhat the answer to the question “What should we call a developer who concentrates on developing for iPhone, iPod Touch and iPad?” is: in demand!
I’m still accepting offers and i’m always happy to talk about potential cooperations – if you think that’ll be interesting for you, check out my application website with CV and references. After all: more options means i can get to choose the best job at the right time.
I’m really anxious to find out how this whole Kodu thing works and what you can do with it. Kodu is a game creation tool for Xbox Live Community Games, or Xbox Live Indie Games as it is now called. It is developed by Microsoft Research. From all i can see over the web it isn’t yet very popular and stays well under everyone’s radar, which is a shame and why i’d like to give it a little support here.
Just reading Kodu’s list of key features might give you the impression that it’s far from impressive. You get a few editors for Terrain, Paths and so on and it’s programming language works without the use of a keyboard. Personally, however, i fell this could really get a lot of people into actual game development without needing to learn all the technical details of a programming language or the target system’s hardware capabilities. It actually wants to make the development process itself as a playful experience. Just take a look at how Kodus iconic programming language works:
The next example is a bit more complex. Can you guess what it does? Hint: saucers are your enemies.

Click on the picture to get more information. In short, this raises a blue shield around your ship and as long as it’s running all saucers that bump into you get killed. Neat.
You can use it for parenting, too. This world’s creation was directed by a 5-year old.

And this screenshot shows the proof of concept for a 2D platformer.

So, in case i got you interested in Kodu, head on over to the Kodu blog to read up on their latest developments. And as always, Wikipedia has some background info on Kodu and explains the programming language.











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