Great article on Gamasutra with useful information about working with audio in the iOS platform.
Since the launch of the iPhone, apps have been big, especially in the games sector, which has seen some sell like AAA titles. Major developers have added the iPhone to their list of available platforms for existing titles, as well as moved to develop unique titles just for it.
It has been a great platform for the indie developer too, thanks to its great accessibility, seeing games from very small groups of people reach huge audiences.
New opportunities have been opened up for people left in the wake of the recession to start their own developer ventures, setting up new companies and designing games, knowing there will be an audience for them.
It is the mobile nature, unique interface, huge number of users, great accessibility to developers and the nature of the “app” (short, simple, high quality games with a focus on playability) that has been incredibly useful to many developers.
With games being so large, though, and the bar for quality being set so high, what challenges does fitting such a big game in a tiny device involve? More specifically, what does this entail for the “audio guy”?
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