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Why RAD Boarding is An Endless Racer Worth Your Attention: A Q&A With the Creators

Posted by Jennifer Allen on February 18th, 2015

Set for release next month, RAD Boarding is looking to be a pretty fun endless runner in the vein of Tiny Wings. You play a burnt-out 90s celebrity with nothing left to do in life but grab his snowboard, don his shades, and go on one final ride because, oh yeah, the world’s ending. The game promises a 90s inspired soundtrack as well as the inclusion of collectible Milk Caps, which will seem somewhat familiar to fans of Pogs from the 1990s. Plus you can smash through tombstones, if that’s your kind of thing.

Developed by Other Ocean, best known for NBA Rush, and published by the team behind the Super Stickman Golf series, Noodlecake Games, RAD Boarding certainly has some quality pedigree backing it. Intrigued by the game, we were able to talk to Noodlecake Games’ Ryan Holowaty and Other Ocean’s Marc McGinley to learn more.

148Apps: As a Tiny Wings style game, how many areas/worlds are there going to be to explore in RAD Boarding overall?
Marc McGinley (MM): Players can unlock new environments by beating Tiny the Bear (the boss). Tiny is a (not-so-tiny) eye patch wearing circus bear who is impressed by performing crazy trick combos. There are four environments in the game at launch: Grasslands, Desert, Jungle, and Ice Lands. Later environments help you earn more coins and collect more frogs.

148Apps: How long has the game been in development, roughly?
MM: We started out with a very different game and have gone through a lot of iteration and player feedback to get to where we are today. What you see right now in the game took us around a year to develop.

148Apps: What kind of in-app purchases will be available? Are there any upgrade paths to pursue?
MM: All of the upgrades in the game are focused around helping the player get further into the level, or earning them more currency to buy more upgrades. For convenience, players can purchase coin packs to speed up their progress, but the game is balanced fairly for non-paying users. Players can also buy Boost Tokens that multiply the number of coins they earn for a number of runs. We also have ads in the game, we're proud that they're very non-intrusive and players can optionally earn rewards by watching certain ads. Rewards could include Boost Tokens, coins, or Frogs.

148Apps:Regarding the Milk Caps and other types of collectible, are they just visual collectibles or do they offer anything extra?
MM: Milk Caps are just one type of collectible which you can find inside a frog. Frogs spawn on the slope occasionally and you have to collide with them to collect them. Milk Caps are mostly for collection, but who knows.... maybe they'll be worth something in the future? Players can also collect costume pieces which unlock new costumes once players have a full set. Tombstones and Tricks are earned by leveling up, and upgrades can be purchased with in-game currency.


Thanks to Ryan and Marc for taking the time to answer our questions. RAD Boarding sounds like it could be a pretty cool endless racer. It’s set for release March 5 and, of course, we’ll have a review for you then.

King of Thieves - An Interview With ZeptoLab’s Co-Founder Semyon Voinov

Posted by Jennifer Allen on January 23rd, 2015
+ Universal App - Designed for iPhone and iPad

Ahead of the release of ZeptoLab’s King of Thieves, we were able to ask ZeptoLab’s co-founder, Semyon Voinov, a few questions about the inspiration behind the game and what that means for the Cut the Rope franchise.


148Apps: What was the inspiration behind combining so many familiar genres into one package?
Semyon Voinov (SV): The initial idea was brought up by one of our team members. We created a quick prototype, and suddenly many people around the office were eagerly competing with each other, building their defenses and breaking into the opponent's dungeons. There was plenty of laughter and cursing in the process - and we immediately realized that the game had the most important component for success: it drives emotion!

You can find plenty of games in the App Store with the strategic "attack and defend" gameplay (including the famous Clash of Clans), but our game is vastly different because of the arcade skills-based experience at its core. It’s something we haven't seen in any other games and while building King of Thieves, we discovered why: it's a very challenging type of game to build. It took two years of time, dedication, and extensive testing to create a balanced and highly enjoyable game.

Mean Girls: The Game - an Interview with the Makers of this Queen Bee Movie Tie-In

Posted by Jordan Minor on January 22nd, 2015

It’s the 10th anniversary of the modern classic teen comedy Mean Girls, and what better way to reach out to young fans of the film than on the mobile devices they are constantly staring it. After proving just how fabulous they could be with their RuPaul mobile games, So Much Drama Studios is now preparing to launch a new tower defense Mean Girls game. We spoke with Jeff Meador, head of the studio, about surviving the high school jungle on the go.


148Apps: How did the studio first get involved with making a Mean Girls game? Were there fans on staff that wanted to do it? Did it seem like a good fit for the studio after the RuPaul games?
Jeff Meador (JM): We were thrilled at the opportunity to work on a Mean Girls game. Who wouldn't be? It's such an amazing movie. When the possibility came up, we buckled down and made sure we had a really strong concept for the game so that we could do the project.

Working on the RuPaul games definitely worked in our favor for this. We had worked with licensed content and licensed talent before, and Paramount saw how we took the spirit of that show and really made it shine in Dragopolis. They were excited to see how we could do the same for Mean Girls.

148Apps: The game celebrates the 10th anniversary of the movie. Did the studio work with anyone from the movie while making the game?
JM: We worked very closely with Paramount throughout the process, and they've been great partners. They handled all of the communications with the talent that appears in the game.

The characters in Mean Girls are so iconic and well-loved. We wanted to make sure that when we were using them, we were staying true to their personalities. One of the hardest parts of creating the game was ensuring the dialog and scenarios were on-point. In the end, we think we’ve been able to capture the spirit of the movie in this game. It’s fun, it’s funny, and, to quote Gretchen, “so fetch!"


148Apps: Of all the genres to choose from, why did the team decide to make a tower defense game based on Mean Girls?
JM: We did a lot of internal brainstorming on different ways that we could use Mean Girls in a game. The movie set us up for a great jumping off point with its final lines of dialog: "And if any freshman tried to disturb that peace... Well, let's just say we knew how to take care of it."

We started by looking at a lot of the different characters in the game. We knew up front that we had access to a lot of the likenesses, so we wanted to make sure that these people were front and center. We kept coming back to Janis’ map of North Shore High School and really wanted to bring all of the Cliques into play. The game that we came up with really lets us show each Clique’s personality. We brought in characters like Cady and Regina who, in our original design, gave a fairly passive bonus to the Cliques. However, in early play testing we discovered that we could really use those characters more, so now you need to move folks like Gretchen around the play field to answer questions about the movie and deliver a bonus to the Cliques. It’s a really fun layer that we’ve created on top of a more traditional game style.


148Apps: Many people probably don't think a movie like Mean Girls and a video games go well together. Why should fans of the movie check out the game?
JM: Oh my God, Karen, you can't just ask people why they should check out the game!

But seriously, this is a game that’s made by some huge Mean Girls fans. The game has a lot of memorable lines and moments that pop up, but with an added twist. Being able to recognize things like Regina’s mom’s dog or Karen’s Halloween costume gives you a small boost in the game. We’ve spent a lot of time crafting different aspects of the game to really reflect the Mean Girls spirit.


Mean Girls: The Game will be launching soon. Thanks again to Jeff Meador for his time.

Heavenstrike Rivals - An Interview with the Makers of Square Enix’s Latest Strategy RPG

Posted by Jordan Minor on December 10th, 2014

We recently got our hands on Heavenstrike Rivals, an intriguing upcoming strategy game from Square Enix and Mediatonic that's currently in a soft launch phase. To learn more about the game and the East/West collaboration that created it, we spoke with Masanori Ichikawa, a game producer at Square Enix, and Paul Croft, Director of Games at Mediatonic.

148Apps: First, could you give a brief overview of Heavenstrike Rivals?
Masanori Ichikawa (MI): Heavenstrike Rivals was created as a joint effort between Square Enix and Mediatonic, a studio in England. It’s a brand new tactical RPG. One of the game’s key features is the real-time PvP multiplayer.

148Apps: You described the game as a tactical RPG with PvP combat. What does that mean exactly? What would you compare it to?
MI: It means that you can battle in real-time, like if you were playing chess, over the internet with other players.

Paul Croft (PC): I would compare it to many multiplayer games you might find on PC. We have multiple types of leagues and tournaments, similar in structure to those in Starcraft 2 or League of Legends. Players can compete directly with others across the world for the top places and earn promotions into new divisions if they perform well.

Booya Squad and the Long But Satisfying Path of Indie Development

Posted by Jennifer Allen on November 17th, 2014

Indie games development can be tough, especially when you’ve got a good idea for something but you’re not quite sure what way to take it. Having heard about Booya Squad, a Wisconsin-based team keen to turn their childhood comics into a mobile card battler, we wanted to learn more about their journey.

Booya Squad is a joint effort between Mike Bloom and his brother-in-law, John. They’re currently working on a social card game called Mario Italiano Four Families, but the story starts much earlier than that. Based on a comic book world they created over ten years ago, it’s been a long time coming. In that time, they've had to juggle big moves across country, raising a family, job changes, health issues, and many more challenges. The team’s blog explains the full story, such as how Mike skipped on a regular sleep pattern in order to get work done, but we also had a chat with him to learn the pertinent details behind everything.

148Apps: How much have various free internet resources helped you in your quest to go into game development? What would you recommend to other aspiring developers?
Mike Bloom (MB): We used the internet to learn how to do everything we needed to know. When we started, we were very naïve to the amount of knowledge and skills we would need to complete the game. So as we progressed through the project we often came upon an obstacle where we needed to learn or come up with something. So we would Google it or search for it on YouTube. We were constantly amazed that if we dug deep enough into these sources, we would always find exactly what we needed. The trick is to use different search phrases. We did this for everything from balancing stats, building a clean UI, all the way to marketing methods.

The idea here is to not be scared to start down the development path because you don’t know how to do everything you will need to do, or better yet you don’t even know what is all needed. Since we went in half blind, we just found the answers when we needed them, and that was actually fun. It was like, oh we have to do that? Well, I’ll do that one, learn the skill and put it to use right away.

The Challenges of Kickstarting a Project and why Her Majesty’s Spiffing should be Hilarious

Posted by Jennifer Allen on November 10th, 2014

One of the more exciting gaming developments that has come about thanks to the rise of tablets and the iPad in particular is the resurgence of the adventure game. Touchscreen gaming lends itself perfectly to this kind of experience, and various indie developers are embracing its potential.

One such development studio is that of Belfast-based Billy Goat Entertainment. The studio is currently in the midst of a Kickstarter campaign for their upcoming title, Her Majesty’s Spiffing, which is a quirky space-based adventure. While the campaign is focused on rewarding PC owning pledgers, there are plans for an iOS release. We took the time to learn more from founder, William Barr.


148Apps: How did Billy Goat Entertainment come about? And why the quirky name?
William Barr (WB): The company came about out of necessity seeing as I carelessly decided to leave a job I wasn’t fond of (despite the meagre yet reliable monthly paychecks) and no one else would hire me! As for the name, I’m very much a child of the 90s, a time when every company needed to have some form of anthropomorphic cartoon animal mascot. I’m also incredibly conceited - Billy is of course a common abbreviation of William. These two factors contributed to the choice of name and the fact that we have a Cashmere Goat as our mascot!

Sam Humphries and Cuz Parry Talk About Their Upcoming Marvel Fighting Game, Contest of Champions

Posted by Jessica Fisher on October 27th, 2014


Marvel and Kabam have joined forces to create Contest of Champions: a fighting game based on the Marvel Universe that sets players against the Collector, who has trapped heroes in crystals. And so, players must beat the Collector's team to gather crystals and unlock heroes to form their own super-powered team.

During New York Comic-Con I had the pleasure of sitting down with Cuz Parry (the game's Creative Director) and Writer Sam Humphries to discuss their new creation.



148Apps: Contest of Champions looks like a fantastic fighting game. Could you give us an overview of the story?

Sam Humphries
Sam Humphries (SH): The comics and the cartoon are very good angles on the Collector. He's a little badass, very mighty, and inscrutable. His motivations are not always understandable. That's been a lot of fun to play with because since day one Kabam has been very adamant in keeping the priority on the story and not just make a game to button mash and curse. They wanted to entice players with a really strong story with escalating stakes, reveals, mysteries, twists and turns, cliff hangers, and all that kinda stuff. So having someone like the Collector, we asked "What are his motivations?" "Why is he doing this?" That's an important mystery that we build over time, and as we pull all the layers back what we've come up with is something that, story-wise, stands up against a Marvel Comic, Marvel Movie, and Marvel TV show.

Cuz Parry (CP): In the Marvel Gaming universe there's this substance called Iso-8. That's the resource that basically everybody uses in all the marvel games, such as in Ultimate Spiderman you use it to level-up your characters. We're telling the story where there is this big, powerful weapon: the Iso-Sphere. We go to the source of the Iso-8 and the mystery behind it.

SH: What we find out about the Iso-Sphere and Iso-8 is that they are directly tied to the battle realm where you play the game, and to what the Collector's doing and why he's doing it. Also, maybe there's someone behind the the Collector pulling his strings and making this happen.

Interview With the Angry Birds Transformers Team

Posted by Nadia Oxford on October 20th, 2014
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarhalfstarblankstar :: TRANSFORMED BIRDS :: Read Review »

Angry Birds Transformers recently transformed and rolled out worldwide. This run-and-gun title is a hit with young Transformers fans, but the ample references to classic Transformers fandom has also earned it a place in the hearts of long-time admirers of Optimus Prime. Nick Harper (Game Director for Exient Entertainment) and Mika Rahko (Executive Producer for Rovio) kindly took a few minutes to talk to 148Apps about the problems and inspirations that came to them while cross-breeding birds and robots.

What is SimCity BuildIt, Anyway?

Posted by Rob Rich on October 10th, 2014

SimCity BuildIt has been teased here and there, but specific details have been a bit sparse. That is, until now.

We recently had the chance to ask EA Mobile’s Vice President and General Manager, Jason Willig, some questions about the series’ new mobile outing. I was also able to get a live demo at EA’s recent Naughty & Nice event in New York, so I’ve got some serious impressions to share. After the questions, of course.



Monsu - Boomlagoon's Antti Sten Spills the Beans on the Upcoming Platform Runner

Posted by Rob Rich on October 2nd, 2014

Monsu looks to be a cute and cuddly little runner/platformer from Angry Birds alum Boomlagoon. I was able to get my hands on it for a bit and I can confirm that it is, in fact, cute and cuddly. It's also got a lot of cards to collect and equip, which is a bit different for the genre. Good different, form what I've seen.

In between choosing a card to bring into battle, smashing houses while collecting coins, and generally laying waste to those who would oppose me, I had the chance to speak to Boomlagoon's CEO, Antti Sten, about the interesting hybrid.



Antti Sten
148Apps: Would you say Monsu is a runner/platformer with card collecting elements, or a card collector with platformer/runner elements?
Antti Sten (AS): It's like a platformer, endless runner, with this card-collecting aspect. Basically you get to collect 40 different cards, and you can equip three of them at a time. All of them bring this really cool visual and helping aspect to the game, so you can run with these companions and buddies that make it like a whole different experience depending on what cards you choose.

The core game is the runner, of course. You can play the game without the cards but you can't play it without the running.

148Apps: What was it like to hybridize two very different genres? Were there any particular challenges? Anything easier than you'd expected?
AS: We thought we'd have trouble figuring out what the cards would be, because we wanted each of them to be richer than some power-up. There are some like that but most of them are really game-changing. It went pretty smoothly, really. We had a few challenges with other mechanics, like for example the social mechanics. We currently have leaderboards and you can share with other players, but we've been trying to figure out what would be the most convenient features to include.

148Apps: Where did the idea for a runner/card hybrid come from?
AS: It's always hard to say specifically when the game idea was born. At one point we were trying to figure out how to make a different kind of endless runner - we had all kinds of ideas, like what kind of controls could you have, should there be attacking - and at one point we started to wonder "What if it was more like a platformer?"

Of course with platformers you're thinking about Super Mario Brothers, and one of the key aspects of that game is that you can get these power-ups that really change the way that you play the game; for example, when you get the fire flower you play totally differently than when you get the star. We wanted to create something like that with Monsu's cards. And of course we went overboard and now we have around 40 of them.

148Apps: Did you learn anything from the development of Angry Birds or Noble Nutlings that helped with the development of Monsu?
AS: Simplistic UI is always something that we want to have - let users get straight to the game, and not have too many screens to handle. And of course there's the graphical style, which we've carried over from previous games.

148Apps: I imagine the climate of the App Store has changed a bit since releasing Angry Birds and even Noble Nutlings. Do you think that may have changed the way you approached Monsu?
AS: Yeah, I guess that one of the things that really has changed for us is that now we require much more depth. We wouldn't want to publish a game with just like one mechanic and X amount of challenges or levels, so there has to be some kind of progression - something to fiddle with. That's one of the things that's going to be very different from Noble Nutlings.

148Apps: Have there been any trends or reactions you've seen in the App Store lately that have you concerned about how Monsu will be received?
AS: The genre itself - really casual, easy to play games - there aren't many that have been all that successful. If you look in the App Store, the Top Grossing games based on revenue are usually like casino, resource management, and licensed games, which Monsu is not. But Monsu is a fun game, and there's always been room for these types of games!



Thanks to Antti Sten for his time. Monsu is available to download on the App Store now, for free.

A.R. Witham on Black Jack - The ‘World’s First Moving Novel’ and How it Came to Be

Posted by Jennifer Allen on October 2nd, 2014
iPad App - Designed for iPad

iBooks and the Kindle app do a great job of ensuring that there’s always something new to read while you’re on the move. They work well in complementing the traditional physical book. There’s still room for more interactive and animated fare though, such as in the case of Black Jack - an app that declares itself the "World’s First Moving Novel." Released in episodic chunks of new chapters every Monday and Friday, it’s an interesting new direction to take for the medium. We took the time to chat to its Emmy-winning author, A.R. Witham, to learn more.


148Apps: Why not release the book at once rather than chapter by chapter?
A.R. Witham (ARW): It’s an old-school method of building suspense; Charles Dickens released A Christmas Carol in installments, and I thought that was an interesting way to tell a story that isn’t done much in the 21st century. Black Jack has a very vintage feel to the texture of the pages and animations... a vintage release schedule felt perfect for the story.

148Apps: What’s the reaction to the episodic content been like? Has it been as warmly received as hoped?
ARW: The response has been amazing. People love Jack, but for me, their enthusiastic reaction to the side-characters has been the most unexpected surprise. People love Django and Fuji and Valerian and the villains far more than I expected. I’ve gotten drawings of characters from fans, and that kind of reaction is something I really never anticipated.  

148Apps: What challenges have there been in converting the novel to a more interactive format? Has it affected how the novel has been written at all?
ARW: There were 3 Big Rules to building the Black Jack app: 1) The story had to be good enough to pack a whollop without the animations and effects. 2) None of the animations could interfere with the text; if they didn’t help the readers immerse themselves in the storytelling, they were cut. 3) The book had to feel completely unlike any reading experience anyone has ever had. Once I established those guidelines, it became a great puzzle to solve.

148Apps: Do you think this is the future for novels? Or is there still a place for the traditional format?
ARW: I pray traditional novels never die. We all have loved them too much to let them go away. If paper-and-binding is on the decline in favor of screen-reading, I’m okay with that, but a pure tale constructed only with words is the foundation of storytelling; it will always exist, even if it’s just an old man sitting at a campfire telling ghost stories. Digital formats such as the iPad offer a playground for artists to explore the edges of the map and that’s what we are doing with Black Jack. Once you read the first two chapters, you begin to realize there are incredible moments waiting for you. Nobody’s done a book like this before – that’s the fun part.


148Apps: Do you think it’s a method that would work for all genres or does it particularly lend itself to fantasy/sci-fi?
ARW: Oh, I could see Divergent, Hunger Games, Neil Gaiman, or Harry Potter working very well with the Moving Novel format, but I think also think Raymond Chandler’s detective thrillers, Cormac McCarthy’s Southern Gothic style or Stephen King’s horror stories could all be a fun ride with a little emotional push at the right moments.

148apps: What’s next after Black Jack?
ARW: By day, I’m a Creative Director, and currently working on launching the brand-new CBS affiliate in Indianapolis in 2015, so that may take a bit of time. For Black Jack, I’m working with the next story in the series, tentatively titled "Red Rover." And at night, I’m just reading new stories. It’s always fun to find something new.



Thanks to A.R. Witham for taking the time to answer our questions.

Black Jack: A Moving Novel is available now on the App Store for the iPad. It’s currently priced at $5.99 for the full novel, with the first two chapters available for free.


For Better, or for Worse? How the New App Store has Started to Affect Developer Submissions

Posted by Rob Rich on September 29th, 2014

With the release of iOS 8 (finally), Apple has made some noticeable changes on the App Store - bundles, videos, and Testflight integration, to name a few. Many of these additions will make things friendlier for App Store shoppers, but how has it been affecting developers? I asked George Ko (Quantum Sheep), Brandon Pollet (F5 Games), and Nadav B (NAFNA) what they thought of Apple’s changes to the developer submission process, and their answers were rather illuminating.


Surprise! The Rules Have Changed!

George Ko
With all the changes to the App Store that had been announced back in June when Apple officially revealed iOS 8, it’s not all that shocking to think that there might be a few more boxes to check off when submitting a new app. However, it seems as though there wasn’t a whole lot of forewarning.

According to Pollet, “I didn’t have any real warning about the submission changes. I’m sure the information was out there but I just happened to log into iTunes Connect last week and the entire interface was different.” Nadav had a similar story, and said, “we have been given access to iOS beta 2 as of June 20, yet, as to submission guidelines, I can find no info.”

“I think that, while Apple transitions from the old system it had, there will be some mistakes and oversights made,” Ko offered, “This is understandable, but it kinda sucks to be uncertain about things when trying to get a game out!”

Spirits of Spring - Tackling Bullying and Encouraging Empathy Through Gaming

Posted by Jennifer Allen on September 24th, 2014

Out October 2 is Spirits of Spring, an adventure game that features an anti-bullying, pro-friendship message, and there’s a very important reason why you should be excited. It’s from Minority Media, the makers of Papo & Yo, a great game that focused on the tale of a young Brazilian boy and his abusive, alcoholic father. It’s touching and powerfully done, demonstrating how games can tackle some very serious issues. Spirits of Spring looks set to offer a similar experience, this time focusing on Chiwatin, a Native American hero from northern Canada. The boy is tormented by evil giant crows, until he decides to face them in order to restore the balance of nature.

With Spirits of Spring set to be released on the App Store very soon, we took the time to talk to creative director Ruben Farrus to learn more.


148Apps: What was the inspiration behind making Spirits of Spring?
Ruben Farrus (RF): I see video games as a great way to express ourselves and to maturely explore complex human situations within a safe environment. Having experienced bullying as a teenager, and having discussed it with my colleagues at Minority, I realized that many of them went through it as well. And like me, many of them had to deal with dismissal when they first tried to discuss it as teenagers.

So, I started imagining an engaging story based on our experiences with bullying. While I was looking for the right setting for this new game, Ernest Webb, a co-founder at Minority, told me some tales from his hometown, located in the Canadian North. Ernest is a Native Cree, and the legends he shared with me involve these profound characters that live in a snowy world. Soon, I realized that these characters and the challenging environment they survive in would make great metaphors for this story.

So, it's these elements – interesting characters, a fascinating wintery landscape, and bullying – that became the core of Spirits of Spring.


148Apps: The game is said to not be too preachy or overt about its message. How hard was it to maintain that subtlety?
RF: From the beginning, I wanted to create a world and characters that players care about and empathize with. From my experience with our previous empathy game, Papo & Yo, I knew that if we can make players feel emotionally invested in the story and its characters, they can find meaning and value in it for themselves.

Bullying is a complex phenomenon – it's not black and white – and we are not experts in the subject. So, what matters to us is to offer an experience that can help players of all ages explore bullying from several perspectives – the bully's, the bullied's, and the bystander's – so that they can come out of it feeling more capable of discussing it openly.


148Apps: Do you think indie studios are best equipped for dealing with empathetic games and subjects, or do you think such themes could spread to AAA games?
RF: In my experience, it is easier to discuss and explore difficult subjects in a small and open-minded team than it is in a large one. As a result, it is also easier to organize a small group around a common vision, because there are less competing interests.

So, when we come up with a story, we are in a good position to design mechanics that help players empathize with the characters in our games. Many larger developers still work the other way around: creating the mechanics first, then dressing them up in a story, making those games mostly about skill and technical difficulty, with characters that are often disposable.

148Apps: Having looked at addiction with Papo & Yo, and now bullying with Spirits of Spring, what difficult subject do you hope to tackle next?
RF: We are currently experimenting with ways to apply our empathy game design model to virtual reality experiences. We will have more news on that down the line.


Thanks to Ruben for taking the time to answer our questions. Spirits of Spring is set for release October 2 and will be priced at $4.99. We’ll be sure to have more on it when it’s out.

Stupidfast - How Taylor Martinez Switched From College Football to App Development

Posted by Jennifer Allen on September 2nd, 2014

How do you make an Endless Running game more than just another Endless Running game? By adding real life prizes to it, of course! That’s the thinking behind StupidFast: a game designed for football enthusiasts, and the brainchild of former college football star and current NFL free agent, Taylor Martinez. It all came about due to his career path changing quite drastically and suddenly.


“This past season was my senior season. I tore a ligament in my foot and separated my shoulder - both in the first game. I ended up not finishing the season as Quarterback. After the season, I entered into the NFL draft. I did my pro day at Nebraska and waited for draft day," explained Martinez, "I ended up going to the Philadelphia Eagles. I went down there and they took a MRI and X-Ray on both [injuries]. They said that they weren't going to take me any more. My dream was crushed and I didn’t know what to do. I decided to make a football app, and this is what I came up with.“

“I [have] been building apps for four years now," he elaborated, "I love doing it and have a lot of passion doing it... Stupidfast is different than any other app because it allows users to earn rewards and prizes. This concept is the first of its kind and would allow users to compete and earn rewards.”

Taylor’s lined up some fairly big companies too, with the likes of Sol Republic, HobbyTown, Cutter Gloves, Shock Doctor Mouth Piece, and Black Fly sunglasses all currently on board. Martinez also explained how there will be different console games you can win along with other prizes, including a “GoPro Raffle for every time you share a Kamcord.”

Kamcord support should prove quite a hit with StupidFast too, given its fast-paced nature. Players tap as fast as they can to try to run away from the safety, as well as jump over pillars. A stiff arm can also be employed to break the pillars, ensuring there’s plenty to do.

Martinez explained that, “prizes will be won based on your daily high score, best high score, the achievements [via] Game Center, and playing the football game. Inside the game, if you land on a certain number, you will win that prize.”

Achievements are varied, with awards for getting tackled by the safety and knocking your helmet off, falling on your butt when you hit a pylon, falling on your face hitting a pylon, collecting stiff arms, and passing 50 and 150 points in game.

“Every time you break your daily high score you will have a chance to enter into a raffle," Martinez went on to explain, "Inside the main menu you can click Earn Rewards, and see what prizes you can win that day and what raffles you can enter into."

Thanks to Taylor Martinez for taking the time to answer our questions. StupidFast is set to be a freemium game with in-app purchases available for more stiff arms, lives, and ad-removal. It’s set for release September 7. We'll be sure to let you know when it's out.

The Rise of PicsaStock and How You Can Make Money from Your iOS Photography

Posted by Jennifer Allen on August 27th, 2014
iPhone App - Designed for iPhone, compatible with iPad

We all take plenty of photos, right? That’s the joy of having a reasonably powerful camera in your pocket, thanks to your trusty iPhone and a bevy of similarly useful apps. Wouldn’t it be great to make some money out of those snaps? While your selfies might not garner much attention, there’s sure to be some great shots that will appeal to someone keen to purchase the rights. That’s the thinking behind PicsaStock, an app that allows you to sell your photos to professional creatives around the world.

Proving to be remarkably simple to do, you can connect your account to the likes of Instagram, 500px, Flickr, and Dropbox, thereby sharing individual photos with the community in the hope of selling them elsewhere. We had a word with head of Mobile Marketing & Press, Lars Poeck, to learn more.


148Apps: Where did the inspiration for PicsaStock come from?
Lars Poeck (LP): Before PicsaStock.com we founded YourPainting.de. This is a global gift franchising for customized photo paintings. During this process, we realized the complicated licensing process for photography. We also learned about a huge demand for authentic pictures - by agencies, bloggers, websites and even big brands. But these photos are hard to get. This is a strange situation. We all “produce” pictures like this everyday - everywhere. Each smartphone comes a high-tech-camera – right in your pocket. You are able to do even night shots or long exposure pictures with some photo apps.

So we invented PicsaStock.com as a marketplace and community for authentic photography. Sure, we keep an eye on good quality content. But as you [can] see on platforms like VSCO Cam, 500px, Instagram, or Flickr: there are millions of brilliant photographers out there that do even more than selfies or cat pictures. Some don’t have the slightest idea that they can earn money with their photography. We give them 50% of the sale price. So we invite them all to sell their photography. Our app also comes with features like a nice gallery mode [and] a special color search technology, so you can skip through your own gallery and discover brilliant pictures by other photographers with the app.


148Apps: How many people are currently using the service?
LP: We are a very young company. [Note: The company was founded in February 2013, with the site launching in September 2013 and the iOS app following in February 2014] At the moment we have around 25,000 users and photographers on our platform. Some upload hundreds of pictures, some just want to give it a try and upload a few pictures. But it’s amazing to see this growing every day. In our company, we all have a passion for photography. So every morning when we arrive it’s amazing to skip through the new pictures that people from all over the world uploaded on our server.

148Apps: How many photos have been purchased since the site was launched?
LP: At the moment we don’t release these numbers. But before I started at PicsaStock, I tested the service by myself and sold 10 pictures with the app. At the moment, we have 1 million approved and curated pictures and photos. Every day we get thousands of new ones. Sure, we can’t accept all of the pictures in terms of keeping up the quality standard. But it’s amazing how many people out there really know how to take a good picture – not only with their smartphones. As a tip for new users: The better you tag and name your pictures, the easier it is for others to find them.


148Apps: How is the service currently funded?
LP: As we launched in September 2013, we were supported by an investment from Slamdunk Capital and other early stage angel investors. Now we [have] some more business angels on board.

148apps: Are there any plans for an iPad app for the service?
LP: I love the iPad and the tablet size for displaying photography. You can use our app on iPad but it’s not optimized yet for the tablet. We’ve just launched our Android app and plan some feature updates for the current iPhone app. But sure, tablet apps are something we are discussing more and more often.



Thanks to Lars for taking the time to answer our questions. The PicsaStock app is available now from the App Store.