Showing posts with label in app purchase. Show all posts
Showing posts with label in app purchase. Show all posts

Saturday, October 31, 2009

THEY a div. of US a subsidiary of THEM

Movies always start with multiple logos. My game is partially a show, I want people to get my gag. DeMann is the company that the Boss works for. Many years ago I had a T-Shirt line called "They" a div. of US a subsidiary of THEM. That logo will be the very start of the game. In the long run, Beat the Boss will be brought to you by THEM.

DeMann is merely a puppet company for a conglomerate with much loftier goals...world domination. THEY are in the process of creating a contact lens that is a mini satellite dish with a direct connection to the brain. Shows will be beamed directly to the cranium, making cable TV obsolete. iPods will also not be needed, THEYContact will use your brain as hard drive space.

Though the Boss character in the game acts like he owns the place, he doesn't. His job status could change at any moment. That stress is what drives him to be such an unreasonable taskmaster.

Wednesday, October 28, 2009

Barking Signals


In a football sense, I am at the 1- yard line barking signals and the clock is ticking. It has been a long game. Once I cross the goal line, the game really just gets started. From everything I have read the only way to be successful is to create a game that is truly fun to play and gets good word of mouth promotion. First you have to get through the submission process, during that time you have to plant digital seeds.

My rolodex is ready, I have a lot of major players to contact. YouTube promotion and the website will be Tweeted. The missing element is a press release and overall timing of the announcement of Beat the Boss to the correct news outlets. I am exploring different avenues. I reached out to some business folks I know and have gotten some great referrals, I am also checking online. Working with some PR geniuses might be a good move, I can only do so much. I'll meet with Christina Jorgensen at Drizen-Dohs Corporate Communications. They have been publishing my cartoons for a few years but are business communication specialists. This should be interesting.

Completing a free and paid version that works is quite an accomplishment. This is good for promotion as well. Turnover rates are often over 50% from free to paid, so the free version will be my main sales tool. Taking suggestions from users and implementing it in the game will be great for keeping interest. My plan is to update at least every two weeks for the first three months.

My goal is to get a lot people trying the free version. If people like playing the game the upgrades will take care of themselves.

Tuesday, September 22, 2009

Evolution of an art career


As I type, I am feeling strong emotions. I just spoke to my sister and found out that my stepfather died a few months ago. He was a strange guy. He married my mother many years ago just before she got sick and lived as a loner as he had before they met. He died in the house that my mother dreamt of. I understand the house is in such disrepair it needs to be torn down. My career is like the house, 100 years old and needs to be disassembled. I grew up loving comics and cartoons. Mom bought me all the Peanuts books. My goal was to be a strip cartoonist like Charles Schulz. In 2009, that is like having your eye on the job of being a blacksmith or buggy whip salesman.

Over the years, I have been hip to trends and quick to adapt. The hard part is having to learn so many disciplines. I started using the computer for print, then web, cd, dvd, video, commercials, big screen and mobile. I used to be unique because I had an interesting drawing style, now I am one of a million. The internet made delivery of art so much easier. In the old days, I would airbrush a project and have it shipped, but now the world is also a click away. Cartoon characters like mine are now available for $3 from stock photos. A friend from Tai Chi is getting 1-minute of animation from a company in India for $500. For me, the writing is on the wall, the dream part of my art life is over. I am not going to be syndicated cartoonist and my shows are not going to be on TV. This is a hard pill to swallow, but the world has changed again and I have to follow.

I have chosen iPhone apps as my comedic outlet for now. Who knows what the world will be doing in a few years, but for now people are very focused on the iPhone. It's kind of like creating a show, but an interactive one. This app focuses on my Boss character and people get to beat him up. I am alone on this project, no partners. I have made all the decisions. Doing most of the work yourself leaves you in a strange place. I don't have co-workers to share the burden emotionally or financially. People close to me like the idea but that is as far as it goes. If the idea makes it big most people in my life won't notice, if it flops the same.

The programmers are about a week or so from finishing, after that will be Apple approval time. I have been careful to not include elements that will cause disqualification. There still could be problems, but I believe I have a clean program. At one point, you hit the Boss with a phone. I had them remove the busy signal noise because Apple doesn't like mimicking phone maladies. Now I am planning the website, the app needs to be available and easily found.

If my app is successful I would like to get hired by a major player and work with other creatives. I have been working alone long enough.

Friday, September 11, 2009

Freebie, Upgrade, or "In App" purchase?


Beat the Boss is getting closer to finalizing, but there are so many details it may still be longer than I hoped till I hit the finish line. The timing of the game is good because the economy is bad, people will be pissed for a long time. The subject of hitting your Boss is nothing new, I am providing a 2010 delivery method. AT&T is running at 300 percent because of Smart Phone usage. The size of the app is an issue. I know for a fact that being under 10 megs will be essential for the free version. 10 megs is the limit for "over air" downloads. Previous apps I have made were too large and people gave up if they weren't at a Wi-Fi spot. My free version will have an option to remind yourself to buy the full version with an angrily written e-mail sent by the Boss. I have had thoughts of selling new levels as in "in app" purchase. From what I have read, people see a short sales spike right after you upgrade. Being my game is level dependent, I can keep adding levels indefinitely. Now my thought is, how often?