Liquid: The Fluid State of Mobile App Development — Media

Steve and Paul examine the knowledge needed in media (video) in being effective in game development. They also review four apps; Ustream, Livestream, Pro Recorder and Moe’s Notes.

Listen Here: Liquid — Media

Liquid: The Fluid State of Mobile App Development — Adobe

Steve and Paul examine Adobe  and their latest news about Flash and the downsizing of their work force by 7 %. You need to read between the lines on this one, but it’s very curious that Adobe’s Flash will now be available to be used on iOS devices shortly after Steve Jobs past.

App reviews in this show are; Words with Friends, Flick Football, Speed Date and Flash Card+.

Listen Here: Liquid_Adobe

Liquid: The fluid state of mobile app development — Our Vision

Steve and Paul discuss their vision of creating a app company and training company to work in tandem — one feed the other — as a way to development talent. They also talk about new and old technology.

Listen here: The Fluid State of Mobile App Development — Our Vision

How Important is the World to the Indie Game Developer?

Here are some things to ponder if you’re a maker of apps for the iOS platform. Ameon Entertainment has released it’s stats of their flagship game “Armored Tank Assault“, which are very reveling. Since the games release back in July 2011, the United States percentage of the market share of this game is 37.5%. As with most of the indie app development crowd, they are a small company without the resources to make a huge commitment to a large ad campaigns to push their product. Mostly driven by word of mouth, stumble upon in the Apple App Store, and reviews listed on the app itself, this game seem to have been embraced by the world. Breaking down the numbers gives a different picture of how indies may need to think about how they market their products.

If you add the two big players, the UK market share to the US market share, you get 58.6% of the market, which means 41.4% of the market comes from the rest of the world! So what are we talking about here, France, Japan, Russia? Well yes, those countries and 54 others! That’s right this little game has been downloaded in 59 countries; places like, Kenya, Macau, Panama, Uruguay, Venezuela, Estonia, Finland, Latvia, Slovakia, Slovenia, to give a small sample. When first designing Armored Tank Assault, the designed team decided not to support any iPhone devices below the G4 — big mistake. These countries mainly access the older devices as we in the US upgrade. Meaning that it is very important that your app can work on these older devices if you want a share of this market. The company had to go into crisis mode to update the game so it could work on these older devices.

A very big question to ask. If this world market is so large, and appears to be so important to the indie app marker, how does a small company effectively market to the “rest” of the world with limited resources? If you take and add the UK (and rightfully so) to 41.4%, you get 62.5% is the world market share for this game — too big to ignore.   So what is an effective way to market to the rest of the world? The internet? Does this mean Google, Yahoo, Bing? As many of you have most likely found out, social media is only marginally effective.  What is really needed here, is a new playbook on how the indie app developer can more effectively market their products to the rest of the world. As we get more information, we will pass it along. Stay tuned.  .  ..


Liquid: The fluid state of mobile app development — texturing

  Paul Ashlin and Steve Favis examine the art of texturing as needed for the film, animation and game industry. The give tips and insight into what is needed to create good textures for game production. While recording the show, Paul and Steve received news that their new version of Armored Tank Assault had been approved by the Apple App Store.

Listen to the here: Liquid: Game Texturing

Liquid: The Fluid State of Mobile App Development — Tech Schools

In this show, Paul Ashlin and Steve Favis expose the underbelly of Tech Schools and the way they do business. Paul Ashlin taught for 10 years at ITT Technical Institute and was a program chair there as well as serving on their nation curriculum committee; he certainly knows the ins and outs of how these for profit tech schools operate. In that time, he was always under a gag order not to expose to his students the unethical practices he witnessed. Steve Favis was a student and an instructor going through both sides of the tech school experience and revels how he was lied to as a student on product to be delivered and the cost of the program he enrolled in.  If you know anyone currently considering enrolling in a For Profit Tech School, they need to listen to this show, even if they are not interested in the media, game world. This information is relevant to anyone going to a For Profit  Tech School of any kind.Listen here:

Liquid — The True Story About For Profit Tech Schools