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by whogivesashirt 5477 days ago
Thanks for your response.

One of my irons in the fire is an iOS game. Can you give me an example of how these get carved up into work units? This is exactly the kind of thinking that is fuzzy to someone like me.

1 comments

Sure. Obviously you need a graphic artist for the visual assets, but that you can start small too.

First determine the game's flow. Typically I see: App Icon (click) -> Splash Screen (wait) -> Top Level Menu (click) -> Low Level Menu (click) -> Game Play (up to you)

If you want to get comfortable with your dev resources, start by giving a graphics designer an overview of the project and say you want a splash screen, app icon, and top level menu, with more work to come.

Here you'll need to help the designer understand who your target market is. Do some research into your market so you can guide your designer. For instance a dungeon game for teens might be dark and edgy, whereas a game with Puppies Pillow Fighting™ might use light pastel colors and look cartoon like.

Then get a coder to create a shell of an app using those elements. Sure there's no game play yet, but it will get you started with short money.

Now you have an app that can be tested, it has an icon, pauses on a splash screen and then displays a menu. After that, you should have a good feel for how to interact with your resources. Are they responsive to communication? Did they deliver what you asked for? Did they meet their own budget and time estimates? Were the deliverable work?

Again, be upfront with budget. For the dev resources, you should know how much they charge per hour. Then ask how long it should take to develop the assets. Make it clear that they're only to bill you up to the estimated amount.

Then give them check-in points where they stop work and contact you for feedback. For instance, tell the designer to start with the splash screen and show you a rough draft along with the amount of time spent developing it (so you know how much of your budget is left).

This limits your loss if you don't like them, their concept, or their work. After four hours you can decide if they're heading down the right path.

Developers are more difficult because partial software doesn't do anything. So, get your designer working first, while that's going on you should be finding a developer. Once you have the assets from the designer get the developer to create a shell of an app using them.

Now for minimal money you should have an app that loads on your phone and a set of dev resources that you've proven you can work with. From there you just keep the overlapping dev cycle going. Designer is working on cycle 2, while the developer is working on cycle 1, and so on. At the end of each cycle you should have a working app with which you can judge their work.

This method is slower and perhaps slightly more expensive in the long run, but it can be less risky than handing over 20-40K to one company and hoping you get what you want in the end.