Jeff W. Murray runs PsychicParrot Games, which develops iOS, Android, downloadable, and browser-based games and explores experimental game technologies such as brainwave readers and robotics. He has programmed and designed games as a hobby for nearly 30 years and has worked in game development and browser-based entertainment for over 12 years, working with companies such as Microsoft, RealNetworks, and Sony.
Designing Your Game Ideas -- Figuring out something you can actually build Writing a game design document Project management for guerillas Building the game Testing Getting Set Up for iOS and Development What you will need to buy (Unity licenses, Apple subscription, software etc.) What software you will need to download Basics of the Apple Developers Center Finding out the device Ids for your devices (iPhones, iPads, and iPods) Adding your devices to your developer profile Setting up provisioning profiles Setting Up Unity and Your Mac for iOS Development Setting up Unity to work with your Apple developer profiles Setting up and building the Unity Remote for your iDevice Tips and tricks Basics of the Unity Editor What makes a Unity project? Opening and creating a project Finding your way around Navigating the game scene Tips and tricks 3D Graphics for Unity iOS Games Supported formats and supported software Manipulating and setting up 3D models in the editor Introduction to light mapping a scene using Beast Hints and tips for modellers/Limitations and gotchas for Ios The Asset Store Tips and tricks Making a Game for Unity iOS #1 -- The Ball Game Simple Ball Basic scripting Getting accelerometer inputs Basic physics Colliders Prefabs Triggers Simple UI Publishing and running a test build to your device Making a Game for Unity iOS #2 -- Happy Sparrows Game Happy Sparrows Scripting Getting touch inputs (Joysticks and touchpads) Basic Camera controls Basic physics Sound effects Music Advanced VI Debugging and Script Optimization Debugging in the editor/Introduction to the Debugger Basic debugging on the device Script optimization tricks Pro-only feature: Profiling, an introduction to the pro filer Optimizing Assets for File Size and Performance Texture import settings Sound and music compression settings Pro-only feature: Introduction to occlusion culling Publishing to the App Store The approval process What you will need to submit to Apple -- a checklist Icon design Keep game icons clear and clean Make sure icons show what the game is about Writing a game description for the Apple app store Building an app store build How to upload your game to Apple for approval Adding the file, images, icons, description, keywords, and ratings etc. iOS marketing Make a Facebook page Make a Twitter account Give away free copies to reviewers What happens once Apple approve your game for sale? Thinking Outside the Box Tweaks to the compiled project code in xCode Using Prime 31's plug in to use Cocoa UI for your iDevice game Other uses for Unity iOS and available plugins to expand Unity iOS functionality