[The following feature is written by Simon Parkin and appears at FingerGaming sister site Gamasutra.]
This week marked the first anniversary of Adam Saltsman’s one-button Flash game, Canabalt, whose stylish visuals and ‘outrun the carnage’ concept made it one of the signature indie titles of recent times.
Produced in just five days as part of the monthly themed Experimental Gameplay Project, Canabalt gained an evangelical following on release, its fanbase growing yet further following its later arrival on the App Store for iPhone and iPad.
Gamasutra caught up with Saltsman to talk about life after Canabalt, a period which has seen the developer assist in porting Japanese indie-darling Cave Story to the Wii and become a regular feature on the conference circuit.
“Financially speaking, Canabalt gave us a great deal of latitude to prototype, travel and decide what to work on in a relatively low-pressure, low-stress environment,” he explains. “It also helped us establish a relationship with Apple, which has been a very good thing for us and even for some of our friends. ”
“However, and this may sound bad, as Canabalt was a runaway success for our tiny team, but proportionally I think it received far more press than sales,” he adds. “Perhaps, at $2.99, we got the price-point wrong? I’m not sure. But either way, we didn’t make the top 10. This is fine, as a company of our size doesn’t require those kinds of numbers, but in the long term Canabalt has been best for our reputation, not our wallets.”
Saltsman’s admits that he found Canabalt’s success brought with it a heavy burden of expectation when deciding what to work on next. “There was also a kind of weird ‘dark side’ to Canabalt’s success. It felt is sort of like…sophomore album risk or whatever (even though Canabalt was our second game) as, while working on [recently released vertical jump and swing iPhone title] Gravity Hook HD, I felt a lot of pressure to live up to people’s enthusiasm for Canabalt.”
The Austin-based independent developer, who also worked on hit iPhone title Wurdle and has released the free Flixel tooklit for making Flash games, commented of his pressure to perform: “It took a while to kind of climb out from under that. But once I managed to, [Gravity Hook HD] became a lot more fun to work on and play, so it was a valuable skill to learn.”
Epic Games is best known as the hardcore developer behind games like Unreal Tournament and Gears of War, but in formally moving its popular Unreal Engine 3 to Apple’s iOS devices, the studio hopes to bring hardcore flavor to iPhones, iPads and iPods.
As part the latest feature at FingerGaming sister site Gamasutra, 
After establishing itself as one of the most successful independent iPhone game developers,
Mobile developer Ngmoco has acquired Stumptown Game Machine, developers of its successful iPhone title Touch Pets Dogs, and multiple new games in development.
Corporate statements often categorize layoffs as “business as usual” or just the “nature of the business.” But that rationale doesn’t really lessen the blow when you’re blindsided with a pink slip.
[Continuing a series of interviews with 2010 IGF Mobile finalists, FingerGaming speaks to Jetro Lauha and Jani Kahrama of developer Secret Exit, whose iPhone game Stair Dismount is competing in the Best Mobile game category, having won the IGF Mobile award for Technical Achievement.]







