Published: September 11, 2009
Guest tech blogger Brian Murff muses over the recent announcements at Apple’s media event
Published: August 30, 2009
Booyah Society: the game where you get points for doing things in real life.
Published: June 20, 2009
Brian: First of all, we’ve got a ton of new features wrapped into the new 3.0 firmware. What do you think is most important?
Ian Lynch Smith: Ha… well that question has lots of answers based on what your specific app or goal is. If I had list the one most important change in the last [...]
Published: June 19, 2009
I’m currently drowning under a deluge of updates. It’s kinda fun.
Published: June 12, 2009
Let me start out by saying this: I’m a big fan of the App Store. Hands down, it is the single best distribution model for mobile gaming that I’ve ever seen, and has seen more success in the last year than anyone would have reasonably expected. It’s easily accessible, with user ratings, simple updating, and fair prices. That being said, it isn’t perfect. One of the major flaws in the system is the age-rating labeling system that every game undergoes.
Published: June 11, 2009
In this feature article, Brian Murff confesses his love for the AppStore…
Before I jump into this, I just want to say one thing - I’m preaching to the choir. I know that. If you didn’t like gaming on your iPhone or iPod Touch, then you probably wouldn’t be at iPGN. With that mind, I’m here to tell you that the App Store is the greatest thing that’s happened to gaming in, well, years. I would say the greatest thing since sliced bread, but that’s clearly an exaggeration. And besides - I really like sliced bread.
Published: June 1, 2009
I sit down with Ge Wang Co-founder, CTO, and Chief Creative Officer of Smule, to chat about Ocarina and his latest music game, Leaf Trombone.
Published: May 29, 2009
In part one of this article, I discussed where the iPhone/iPod Touch platform is at in terms of things like visuals, controls, and gameplay, and what gamers can expect for the future.
Published: May 21, 2009
Apple’s App Store was announced over a year ago, and since then we’ve seen it explode, with over one billion apps downloaded, independent developers striking gold with the likes of Trism, and mainstream powerhouses contributing AAA titles like Super Monkey Ball, Tiger Woods and Assassin’s Creed. The quality and variety of games has multiplied dramatically, and with those increases comes a question - have developers reached the potential of the platform? If not, where will it go from where?
Published: May 3, 2009
Guest tech blogger, Brian Murff sits down with Com2uS, the creators of 9 innings