Wire Whizz - ‘A History’ Part 2
Sunday, July 4th, 2010Early Development
For early development I wanted to see graphics on screen I bodged up the context and was drawing the ubiquitous spinning cube, to me this is the 3D analogue for “Hello World”.
Early Development
For early development I wanted to see graphics on screen I bodged up the context and was drawing the ubiquitous spinning cube, to me this is the 3D analogue for “Hello World”.
How Wire Whizz Began
Like all game ideas, they start in the head of the developer or game designer and steadily, after some gestation - which in my case often took place in my journal - some rough whiteboard scribblings and some hours spent holding my iPhone and imagining, somewhat child-like.
But before I talk about the game - the game that is, after two years of development, not *quite* finished - I would just like to go over the story of how I came to iPhone development.
Once Upon a Time…
…there was a software developer called Ian.