![]() Keshmirian talked a little bit about marketing, and like many other developers, he made the point that planning out app marketing as early as possible can help out a lot on app release. He also made the point that app designers must "design things with fingers in mind." Even though the iPhone 4 makes more pixels at higher resolutions available to developers, buttons, fonts, and other UI elements still need to be big enough to actually be used by fingers of all sizes. While a crippling bug can really harm customer reviews on an app, releasing new (and especially free) content can often reverse the effects of bad reviews. While talking about fixing bugs for development, Keshmirian joked that App Store customers tend to have a short memory. "Growing device sales" in that country means that he may have to re-examine marketing and development in the future. It may just be a fluke, but Keshmirian says he's going to keep a close eye on China. The first one was that all the talk about China's emerging market is becoming more than talk today, he says, was the first day that the company's iPad app actually saw Chinese sales surpass those in the US. Keshimirian shared a number of other interesting facts about what they'd found on the App Store during development as well. Releasing a free version created opportunities for in-app purchases and monetization through ads, and it even drove sales of the paid version of the app. "What really started the company," said Keshmirian, "was when we decided to make the game free." Like many other developers, he and his team found that having a huge audience is extremely important on the App Store. Limbic's story is similar to a lot of others that we've heard before - the app released to little fanfare, but a few solid tweaks, strategies, and even lucky breaks after release led to lots of sales and lots of development lessons. ![]() I'm here in Austin, Texas this week for the Game Developers' Conference, and Limbic Software's Arash Keshmirian kicked off the iPhone gaming track this morning with a panel about how the company found success with their TowerMadness tower defense game. ![]()
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