"We were facing this problem: what should we do now? We only had this plan to make the game, and nothing else."- Frogmind cofounder Johannes Vuorinen explores a common problem for indie developers: what do you do after your game is done? When it launched on Apple's App Store in 2013, Frogmind's Badland was downloaded over 100,000 in its first week -- not bad for a premium mobile game developed by two Finnish indie developers. After the launch, Frogmind decided to continue to focus on the game, which continued to receive respectable amounts of both paid and free downloads. By the end of the year the game was ported to other mobile platforms, surpassed 10 million players and received the iPad Game of the Year title in App Store. As part of the GDC 2014 Independent Games Summit, developer Johannes Vuorinen walks us through the post-launch development of Badland and describe what efforts the team made to stay in the charts. He also discusses how the studio prioritized its work updating the game and porting it to other platforms, why Frogmind found Blackberry to be the most viable platform to port Badland to first, and share his experiences developing, launching and maintaining a bona fide App Store success. We've taken the liberty of embedding the free video of "Badland Postmortem: Building on App Store Launch Success" above, but you can also watch it here on the GDC Vault.
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Video: Building on an App Store success with Badland
As part of the GDC 2014 Independent Games Summit, Badland co-creator Johannes Vuorinen shares what he learned developing, launching and maintaining an award-winning mobile game.