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A behind the scenes look at an iPod game

Apple's use of secrecy is legendary. It extends as far as getting rid of the credits in their software apps so that their engineers are not poached by other companies. Jame Chung, who works for EA, pulls back the veil of secrecy a little and let's us in on what it took to get Mini Golf, one of the new iPod games, ready.

Items of interest are:
  • EA was given less than a month to create all the art for the game (which is 3 times longer than the original Mini Golf game that the iPod game is based on).
  • Credits were not allowed in the game
Check out the full post for links to the artists that produced the graphics seen in the game.

[via Drawn!]

Categories

iPod Family iTS Software

Apple's use of secrecy is legendary. It extends as far as getting rid of the credits in their software apps so that their engineers are not...
 

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R Muffet

Interesting, but it's a sort of given that coming up with compelling graphics would be a challenge. I'd like to know:

1) what language the games are programmed in: is it a relatively low level language like C, or is there an interpreter in the iPod's game runtime for a more universal, game related language?

2) what APIs exist in the iPod for games programmers to call, or do they have to write basic graphic manipulation routines fresh every game

I'm curious, though I haven't really gone into this. Adding the graphics seems quite elementary: I've just seen a few blog posts where people have been able to open up the .ipg package (it's essentially a zip archive) and substitute their own images...

Just think, it would pretty easy to make a TUAW themed Mini Golf!

September 20 2006 at 11:52 PM Report abuse rate up rate down Reply
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