iPhone Development – A New Frontier for the American Dream

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Steve Jobs and Steve Wozniak became fabulously wealthy using minimal resources beyond their own time and talent, working out of Job’s garage. Today, Jobs and the company he and Wozniak founded are making similar rags-to-riches stories possible with the iTunes AppStore and applications created by third party developers for Apple’s iPhone.

Steve Demeter, developer of a popular $5 iPhone game, Trism, announced he made $250,000 in profit in just two months, according to a story by Gadget Lab blogger Brian Chen. If his profits continue at their current rate, Demeter will earn $3 million by July 2009.

Demeter by no means tried to reinvent the wheel. Trism is basically a version of Bejeweled that uses the iPhone’s accelerometer to good advantage, giving the game what Demeter believes are the fundamental requirements for success at iPhone app development: unique gameplay and high replay value. He also designed support for an online leaderboard that creates community and says applications with great content sell themselves, something the developer of another popular game, Tap Tap Revenge, agrees with.

Bart Decrem was one of only four people who originally worked on Tap Tap Revenge, a free application that hit a milestone of 1,000,000 downloads just two weeks after its launch. Decrem’s company recently began inserting advertisements in the game, and it also has plans to release a premium version that will cost money in addition to the free app. He says iPhone development is “reminiscent of the early days of the web in terms of the amount of green fields and opportunity,” according to Chen. “You really don’t need a huge amount of capital. You need attention to detail and product, and that’s going to keep increasing.”

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