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Sound Design in AppUp Games and Apps

by Matt Fox

When we set out to make G: Into The Rain, we came to understand that sound design was an area we did not want to neglect. This is not to say that we were immediately aware of the importance of having good sound. In fact, to be honest, we knew that G was going to be first deployed on the iPhone. The on-board audio playback hardware on the iPhone is not exactly high quality – unlike the netbooks which we eventually ported G to late in 2009. During the development, we started to realize that we weren’t necessarily tied to one platform, and that devices like the netbook could impart a much richer game play experience in terms of sound.

In the early conceptual phases of our development, we decided to have a look around at the games that we all liked. Sound design wasn’t something that jumped out as a priority. Frankly, the first non-visual game element that most people notice is music; and while we were blessed with a very talented composer for the musical score of G, that is a topic for another post. Sound, as a game element, is often overlooked. If you ask many people what they enjoyed about a particular game or application, more often than not you will hear about how they liked the gameplay, or that the art was stunning, or that the storyline moved along really well, or that they really liked (or hated) a particular character. Sound design, or rather good sound design is not something that is in your face. It’s subtle, and most often it’s only really noticed after the visual. For instance, when you walk into a room, unless there’s a buzzsaw running, most likely the first thing you’ll notice is what it looks like. We are visual creatures, and hearing most often is employed after sight.

Now I don’t want to convey the idea that because we’re primarily visually oriented, that good sound design can be left for the back burner. Quite the contrary. When we looked around at the games that we all liked to play, we started to catalog and attempt to define what it is that we enjoyed about those games. Eventually, we began to pay close attention to the sound design. In doing so, we had to look beyond the iPhone, and plan accordingly. We came to the conclusion, that one of the reasons we liked the games we did was because of the sound. In most cases, it wasn’t an obvious, in-your-face sort of revelation. Sound was used here as a way to augment the look and feel of the games. Looking ahead, we made the choice to take sound design seriously – which is especially vexing considering the less-than stellar (external) speakers on the iPhone. But if we had taken the approach that “nothing will sound good on the iPhone” and had half-hearted sound design, then G certainly wouldn’t have sounded as good as it does now on a netbook. Continue Reading…

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Posted 1 year, 9 months ago at 3:48 pm.

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On Porting from iPhone to Netbook with Flex – Interacting with the UI: Cocoa Delegates and Flex Observers.

by Ryan Green

Today we explore the emerging zeitgeist of two companies that I love. I submit to you that embedded in the very code of their developer SDKs lie the underpinnings to a complete corporate world view. I know, profound stuff. I thought so myself while typing this in the airline terminal of Denver International Airport while waiting for a friend to arrive. Perhaps I’ve waited too long and those funnel cake sticks from that other burger chain have started to affect my brain chemistry. We shall see.

Interacting with the UI: Cocoa Delegates and Flex ObserversMy new working theory is derived by examining the use of patterns in the User Interface components of Cocoa and Flex.

Exhibit A: Apple believes the world and developers must be controlled and well managed. This is why the primary pattern for talking to User Interface (UI) Components is the delegate pattern. The delegate pattern means that when a user does something to a component, like clicking on a Picker, that Picker UI Component delegates responsibility to a delegat-ee. In other words, the Picker tells the delegate what to do and when to do it. There are a few benefits to the use of this pattern. Delegates clean up well (memory-wise), delegates have a clear and predictable function, and there is one and only one responder for any action by a UI component. Continue Reading…

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Posted 1 year, 9 months ago at 3:39 pm.

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The Mouse is Dead! Long Live Touch!

I’l never forget the moment I first understood that the iPhone was something magic though at the time I wasn’t sure what it was I was observing. My pastor, who is one of the most dedicated MacHeads I know, had an iPhone without 38 seconds of them being released. A few days later he was showing a photo of his grandson, on the iPhone, to Beth. Beth is one of those people who maintains a kind of  love-hate relationship with all technology. She’s not a gear-head by any stretch, but nor is she a Luddite like Rebekah. (I do SO love you sweetie, even if you resent my livlihood.)

Beth took the iPhone, cooed appropriately at the charming picture and began to hand the phone back to Bill. As she did the photo rotated and scaled and Beth gasped. She pulled the phone back to herself and the photo spun around again. Eyes like saucers and her mouth agape she starts spinning the phone back and forth back and forth in awe until Bill snatches it away from her with a protective ‘give me THAT’ kind of look.

Without any expectation and no penchant for TechWow Beth had seen something that connected with her emotionally and intuitively. In that instant I think I glimpsed the future.

Continue Reading…

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Posted 1 year, 10 months ago at 12:22 pm.

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