david whatley

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  • Daily iPhone App: Tiny Heroes

    by 
    Mike Schramm
    Mike Schramm
    09.12.2011

    Tiny Heroes is a fun one from David Whatley, the mind behind the popular GeoDefense titles for the App Store (who's also, incidentally, speaking later on this week at the 360iDev conference going on here in Denver). This one is tower defense as well, but it's got a nice Dungeon Keeper-esque twist on the genre. Instead of defending from the invading hordes, you must shut down heroes, attempting to invade your dungeon for loot. The look and feel is a lot of fun, and the interface is smooth and well-done, very reminiscent of Plants vs. Zombies (always a good thing). As you move through the game's levels, you get more and more tools to stop the little heroes, including fun things like mimic chests and spike traps. There are over 50 levels in the game right now, with more coming later, and of course Game Center and OpenFeint integration extend replayability as well. Tiny Heroes is a lot of fun -- it's only available on the iPhone (right now) for US$2.99.

  • Apple adds App of the Week to the App Store

    by 
    Mike Schramm
    Mike Schramm
    04.05.2010

    This little tidbit was hidden in the rush of iPad news last week, but if you check out the iTunes App Store, you'll notice that Apple has started promoting an official iPhone and iPad App of the Week (presumably every week from now on). They're not diving very deep to find apps for this one (MLB At Bat 2010 is the iPad app, and We Rule is the iPhone choice -- both of those hardly need any more promotion), but since we've heard from developers that Apple promotion really can make or break an app, the addition of another app spotlight can only mean good things for those apps. Critical Thought's David Whatley made this point well at GDC a few weeks ago -- he said that niche outlets (like our own little blog right here) covered his app first, which then gained the attention of Apple, who then promoted it in the App Store as "new and notable" and on the top paid charts. That then led to mainstream attention, which of course led up to major sales numbers. In short, the more Apple promotes apps, the more they sell. And that's why an "App of the Week" promotion like this can mean a lot to the right developers. MLB doesn't really need the extra spotlight, but getting a slot in the new App of the Week spot could make the careers of quite a few smaller developers out there.

  • GDC 2010: The secret to App Store success

    by 
    Mike Schramm
    Mike Schramm
    03.11.2010

    For the last panel of GDC 2010 day two, David Whatley of Critical Thought took the stage to talk about the App Store success he found with his games geoDefense and geoDefense Swarm, and almost dared other iPhone developers to follow his "guaranteed plan" to go from "zero to Time Magazine." He's got quite a background in the trenches of coding and game development, having designed and run online mulitplayer games for over a decade with his "day job" at a company called Simutronics, but he decided to take to the iPhone in his spare time both to learn the platform and see what he could do with it. First things first, he said, to make an iPhone game, you've got to figure out your goals as a business. He talked about the potential on the iPhone in terms of millions of dollars, but of course, since "99.9% of businesses on the App Store make no money," it's much more likely that if something goes wrong during development or something doesn't click right, the money will drop down to just "a few bucks." It's a balance of costs (which he relabeled as "risks") vs. revenue -- it's very easy, he said, to make money on the App Store, but the issue most developers have is that they let costs get away from them by having too big a team or by investing too much development time, and that comes straight out of their bottom line.