From lone wolf to pack member

In today’s post I’m going to explain a little bit how my routine as an indie dev has changed in the last few weeks. I have experienced a really big change since New Sokoban was presented and released. I have gone from the lone wolf indie dev style to an intensive collaborative working style. And only in 2 months!

The Lone Wolf

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18 months on the App Store

This is my first article that is going to be included into the iDevBlogADay series. So, I would like to encourage you to read the About page and the Welcome post if you want to know a little bit about me. You can also find all my own iOS projects on the Projects page.

I started my own App Store journey as an indie about 18 months ago. It has been an incredible experience, with lots of satisfying moments and also some frustrating ones. With successful stories and also with non so successful ones. However, the most important thing is that I have learned a lot about living in the jungle of the App Store. In today’s post I would like to share some experiences with you.

App Store icon

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New Sokoban postmortem

Today’s post will be a classical one: postmortem of New Sokoban. New Sokoban was officially launched around a month ago and I think that it is enough time to write this post. Basically because I think that things are not going to change a lot in the future concerning New Sokoban. So, here you have what went right and what went wrong.

New Sokoban icon

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Time distribution on game development

New Sokoban, my own first iOS game, has been submitted to Apple and is waiting for review :) So, this week I have been very busy preparing all the marketing machine to be ready for the international launch, which I hope will be next thursday :) But I have also been making some project evaluation. Since I started the development of New Sokoban I have been registering every day the tasks accomplished and the working hours. So, in today’s post I would like to show you how the chart looks like and share some conclusions.

Time distribution of tasks on New Sokoban development process

Time distribution of tasks on New Sokoban development process

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“Creatinology”

Creatinology is a mental illness that makes people’s brain creativity skills constantly fight to their brain technology skills“. Of course, this doesn’t exist (yet) but if so, I would have it for sure. I have been a lot of years working in a technology environment where people only were interested on if “it works or not”.

So, in some sense, my professional education is technology predominant. When my brain tries to think about work (even if the work is making games) it is difficult for me to avoid trying to solve the technological problems first in my mind. “Is 3D or 2D?”, “Needs animations?”, “Particle effects? If so, how would I implement it?”. This are the kind of questions or thoughts that I still need to train my brain to avoid when thinking about making games or, in general, any kind of app.

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