Postmortem

One-Man Developer Fights for Dyslexia Awareness with Fishy Wishy

July 3, 2015 — by Industry Contributions

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Postmortem

One-Man Developer Fights for Dyslexia Awareness with Fishy Wishy

July 3, 2015 — by Industry Contributions

Game Junkies creates 3D mobile games for iOS and Android devices. It is a one-man company run by Aaron Norman, and everything in the games has been produced by him. The games have a high level of art and graphics but simple gameplay.

Before I began my career in gaming, I had an interest in 3D modeling and design, and I thought, “How can I pursue design but make it interactive?” This led me to gaming. I then learned that I would need to either get a programmer to help me develop games or I would have to learn myself. Because of the startup culture in the UK, people didn’t seem that likely to take risks in joining a startup right off the bat, so I started learning everything myself. It took me about three months to get to a good standard of programming. And because I am dyslexic, it was a hard challenge.

FishyWishy-Creatures_300

The idea for my first game came about when I was working on a different game which was much more advanced, but I realised that what I was trying to create was too optimistic for a mobile device, so I went back to the drawing board and started to think what would be easier to make for a mobile gameplay style, and Fishy Wishy was born. The gameplay of Fishy Wishy was made in just one day, but the game art, models and other business aspects took a while to implement.

The game was inspired by Finding Nemo, Flappy Bird and Temple Run, as well as underwater worlds and sea creatures. I tried to give the game some scary aspects, with its huge sharks, but also let it be cute via the main character.

A Good Cause

During development, I decided to integrate a challenge that raises awareness for dyslexia. This was a personal thought, as I am dyslexic, but I also wanted to try and do something different from other games. Why not help out a good cause? I got The Dyslexia Action Charity to be a part of the project with a challenge to create awareness for dyslexia. This was a good aspect to the game, but it was also a disadvantage, as when marketing the game there was two approaches. If there were only one, it would be easier to find the game’s target market.

Challenges

“One of the most stressful parts of producing your own game is the marketing and providing technical support.”

There were many problems with the development of Fishy Wishy. It was actually rejected by the Apple App Store twice before being approved, as there were certain guidelines that I was unaware off, Such as having a restore purchase button and not having pictures of devices in your video. I do commend Apple for their strict approval process, but it can also be frustrating for a developer.

I would advise that before jumping into the world of game development you know that if you think you can conquer the app market all by yourself, you are not in the right mindset. I have been to that place, and it can be very dark. Trying to do all the processes that a team of people typically does can be extremely hard.


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DyslexiaChallenge
Fishy Wishy includes a challenge that supports Dyslexia Action.

Overall I think that marketing is probably the most important aspect in making a game successful. The mobile gaming industry has now been monopolised, with huge companies behind apps, making them more likely to get ranked. Overall the gaming market has become like any other business. And unless you have the right things in place, it is extremely tough for an indie developer to make a living out of developing their own products.

One of the most stressful parts of producing your own game is the marketing and providing technical support. As you made the product, it is hard to take any criticism. Managing to talk to hundreds of people at one time is a hard task to do on your own while still developing. I would advise you to get someone who is used to doing this service for you.

Level Up

Throughout the process of making the game, there have been ups and downs, but overall I have gained a tremendous amount of knowledge about the industry, and I can apply myself in any aspect of the business and know exactly what I’m doing. That to me is priceless, as it would take a lifetime to gain the knowledge I have learned in such a short amount of time. Fishy Wishy’s development time was about 8 months. This was my first project for mobile devices. But now I know the process, it might only take me weeks to develop the same type of game.

I am now looking to produce more games and have another game ready to release called Leapy Monkey on iOS devices. I’m now open to working with others to try and distribute the games to as many people as possible. And I would love to be part of another team or project.

 

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