Showing posts with label iphone. Show all posts
Showing posts with label iphone. Show all posts

Friday, May 3, 2013

Saintify, the App



St Nicholas of Tolentino, Patron of Animals

Oh boy, I am pretty bad at self-promotion.  I forgot to mention that the app which I produced, Saintify, is now available in the iTunes store.  It is a contemporary re-imagining of patron saints, with 100% original visual and written content.  I'll share a few of my thoughts about the process, hopefully it will be useful for others out there toying with the idea of trying something new, creatively.

As you can see, the artwork is beautiful and is what really makes the app stand out.  It was created by the very talented Gary Amaro, who is better known for his concept art as well as his comics work for Vertigo/DC.  Gary makes great use of the back lighting on mobile devices.  As with most good creative commercial work, it took a lot of collaboration (Anna Mieritz art directed the visual content), from spit-balling the original concept to the final art.  This process takes time, nearly always longer than you think it will.  If you're lucky, it will require a fair amount of going back and forth because you're working with a creative who cares about what they make.

The "rear" of the card

What are some of the lessons learned?  Quality, original content costs money, or your own personal time, to create. That's why a lot of the apps you see out there are aggregating information, or having the users create the content.  It's a rough road for a small content producer to create original content for which people will be willing to pay.  This is no different than music, films, art or any other creative endeavor these days.  I think that the answer often is to give away some content and then to charge users for either "premium" content or for some advanced functionality.  This is why nearly 2/3 of the money earned in the Apple App Store is from in-app purchases, not for initial app purchases.  Frankly, I'm still a little confused by the fact that we live in a culture where people want original, handcrafted creative work for free, but will pay to have a shiny doo-hickey added to the mix.  But that's the way it is, and unless you have created something so amazing, or have a huge marketing team behind you, you'll need to learn how to navigate it.



When you are bootstrapping something like this on your own, you savor the small victories.  For me personally, it was a great learning experience in UI design.  My own little victory was creating a very flat user experience, while still providing a lot of functionality.   Our ability to implement these ideas was only possible because of the inimitable Kaolin Fire, writer, developer and general creative mad man (and new daddy).  Having great developers, and having a great relationship with them, is essential if you want to be able to try new ideas which require original code.  Kaolin delivered far more value than we could afford to pay him for, partly because he's an awesome guy and partly because he's interested in solving unique problems (ditto for Gary Amaro).  This is the point at which I have to say, if you aren't curious, driven and just generally want to try to make awesome things, you are wasting your time by doing this kind of work.  In the end, it shows in what you create.  You also have to be resourceful.   I taught myself how to design icons, three of the navigation bar icons shown above, I created.  The only other option was to pay someone else to do the same thing.


Saintify's Social Solution

The other victory was creating a solution for sharing content across Facebook, Twitter and email, using the same content.  That is no small deal, if you've navigated in these waters you will understand, and took a lot of thought and skill (and a brilliant coding solution by Kaolin).   We ended up creating a social "card" for each patron saint, generated within the app, which allows users to share some of the original content within the app.  The social card again required a lot of collaboration to make it work.  Lesson learned?  Things that appear simple, or obvious, usually required a lot of thought and effort to get there.  And, help from talented friends like the designer Fiel Valdez, who is a master of elegant, understated design.

Sharing on Facebook

If anyone has any questions about the process, or would like for me to elaborate more on aspects of creating interactive content, feel free to email me directly or leave a comment.  To manage this kind of project well, from creating wire frames to designing the app store listing and creating the necessary marketing materials, is a complicated undertaking.  And, again, you really need to love the act of creating because the odds are slim that you will end up making a profit.









Tuesday, March 15, 2011

What is Free?

OK.  This is the last product post for awhile.  The reason why I am including it is simple.  We, as media producers, are always yammering about how to actually make money off of our creations. Recent theory seemed to be: give it away now and then someday you'll be able to charge for it or get ad revenue...... now everyone is talking about social and using social to make money.  I still think that sometimes it's just better to make a good product and for people to PAY FOR IT.

Red Giant (and Stu Maschwitz) created a neat product awhile ago, Plastic Bullet, the first (that I know of) iPhone app for easily applying looks to your iPhone photos.  Totally worth paying for, yes?  Hmmm, then some other company came along and made a "free" product along the same lines, supported by annoying adds in the interface, promoted the heck out of it and got some VC money.  It's a fine product, and if you want to get tied into that company's social media experience (which they are no doubt working very hard at monetizing) go for it.  But do I really need a log in to play with some images I've taken with my phone and then wonder how yet another area of my life is being harvested electronically?

Personally, I just want to take pictures and use a clean interface to have fun with them.  And maybe send a couple to friends....and not have every aspect of my personal creativity/relationships commoditized.

Anyway, Plastic Bullet is on sale for a few days at the iTunes store for $.99.  I own it and, despite the recent spate of Red Giant posts, have no relationship with them.  Their products just keep crossing my path recently and I still like to root for the little guy because, well, I'm a little guy.


Also, I recently completed a substantive project using Colorista II.  A post will be coming soon about the good, the not so good and the just plain different of using it versus other color grading products.  I have sent a couple of emails to Stu asking about some technical questions I have about the product. My biggest concern is how it clamps video to make it what appears to broadcast safe.  Hopefully, I will hear back from him before I do the post. 

Monday, July 19, 2010

Out-Innovated Again

Everyone Here for Free iPhone Bumpers Please Line Up to the Right

Sorry for the video only post, I am in the middle of a grading a project and several other deadlines. But, trust me this is hysterical.  Leave it to the Chinese to come up with the funniest, over the top, anti-Apple animation ever.  Their view of Steve Jobs' solution to the iPhone 4 antenna issue is worthy of Peckinpah.