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How a 25-year-old dev made 600 apps without being able to code

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There's money to be made in them there App Stores. Photo: Jim Merithew/Cult of Mac
There's money to be made in them there App Stores. Photo: Jim Merithew/Cult of Mac

John Hayward-Mayhew is one of the most prolific iOS developers ever to peddle a blackjack game. Over the past four years, the 25-year-old entrepreneur flooded the App Store with an astonishing 600 separate apps — everything from endless runners such as Dangerous Caveman Bum Runner to dentistry games like Emergency Dentist Race — raking in close to $1 million in the process.

The most miraculous part of all? He can’t even code.

But by taking advantage of one of the App Store’s great weaknesses, and borrowing a game plan from one of Hollywood’s most unusual impresarios, he’s built a one-man gaming empire.

The App Store is a tantalizing prospect to developers, offering the possibility of instant riches — and the probability of interminable anonymity. With millions of apps vying for gamers’ attention and few ways to cut through the cruft, it takes determination, skill and not a little bit of luck to deliver a true hit.

Apple doesn’t exactly help matters.

“Apple’s discovery system really isn’t that good,” Hayward-Mayhew tells Cult of Mac. “This is what pushed me to create the business model I did, where I’d push out 600 games rather than trying to hit it big with one app. I’m realistic about how slim the chances are of doing that.”

A 6-foot-8-inch former basketball recruit for California State University, Northridge, Hayward-Mayhew got into app development while studying in 2011.

The most valuable lesson came early on: a crushing failure that plowed him into debt. “I read stories about developers and thought I was going to make so much money with my first app, because that’s what happens, right?” he laughs — although one gets the sense it wasn’t so much fun at the time.

Because he was unable to program the apps himself, he hired a developer to create his first game for him, based on detailed written instructions. He focused on iOS because he was an Apple user and because Android meant optimizing for an enormous number of devices.

“I racked up debt on some credit cards, and found myself owing $15,000,” he says. “Then the app came out and only made a couple of thousand dollars. I had to scrape around to try and pay it back.”

611 apps and counting... Photo:
611 apps and counting… Photo: John Hayward-Mayhew

There’s more than one way to skin a game

Hayward-Mayhew could have thrown in the towel, but instead came up with a better idea. “The source code for the game was actually great,” he said. “But no one was buying it. So I came up with the idea of taking the game and re-skinning it to come up with 10 different games based on the same concept. That’s when I started making money.”

“Re-skinning” means taking the same basic game and changing superficial details to make it appear different — and help it appeal to different audience segments. For example, an endless runner featuring a Mario-style cartoon character could just as easily become a BMX racer game by changing a few graphics.

Today, re-skinning is Hayward-Mayhew’s business model with his development company, Toochill. The strategy allows him to respond rapidly to changing tastes and put out games incredibly quickly. “A few years back there was a short-lived craze for dentist games,” he says. “I took one of my existing games and turned it into a dentist game. That brought in a good amount of money.”

Hayward-Mayhew’s approach to the App Store borrows from methods employed by B-movie producers over the years. Back in the 1950s, producer Roger Corman used the same crew of actors and directors, and the same movie sets, to crank out cheapie hit after hit. His key strategy was to identify what audiences wanted and release quickie flicks before the big movie studios could deliver “better” films. Corman’s movies didn’t always possess a long shelf life, but they cost very little and brought in speedy returns. Today, he continues to produce schlocktastic fare like Sharktopus and Dinocroc vs. Supergator.

Photo: Monique Muñiz
John Hayward-Mayhew on the basketball court. Photo: Monique Muñiz

In some ways, Hayward-Mayhew is the Roger Corman of the App Store — albeit with a dose of the jockish Winklevoss twins, the two would-be Olympian entrepreneurs depicted in The Social Network.

“It’s cool that I’ve been able to make a business out of something I love,” Hayward-Mayhew says, “but this is definitely a business to me.” Although he has experimented with in-app purchases and premium games, by and large he sticks to free games in which his earnings are dictated by ad revenue.

Does he think he’s contributing to the downfall of the App Store by producing hordes of identical, mass-manufactured games that lack regular updates? “My attitude is, if I didn’t do it, someone else would,” he says.

Lessons from the Roger Corman of the App Store

So what lessons does Hayward-Mayhew have for people who would follow in his wake? First, he says, keep an eye on what’s popular. Like any entertainment medium, trends come and go in the App Store — and what was popular when you started creating your app may not be popular by the time you finish it.

Second, if you hire a developer, you should agree on a price first. “I spent about three times as much as I should have with my first app,” he says. “I’ve learned that you should never pay hourly; always agree [upon] a fixed price up front. Freelancers can run up prices in a variety of ways and your budget can spiral out of control.”

Hayward-Mayhew says there is no rough guide as to what an app should cost, but he has spent as little as $300 and as much as tens of thousands developing his own. “For anyone doing this the first time, I certainly wouldn’t recommend spending more than $2,000, because you’re still figuring out how things work,” he says.

Third, it’s important to focus on marketing. “It always amazes me that people will spend so long building an app, but then they’ll slip up when it comes to adding keywords or providing a compelling screenshot,” he notes. “I don’t focus on anything outside the App Store in terms of advertising. It’s all about making my app look interesting to someone who is browsing through the App Store. Every app I make gets thousands of hits per day, but the skill is being able to convert that into downloads.”

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22 responses to “How a 25-year-old dev made 600 apps without being able to code”

  1. OhStopItYou! says:

    I don’t feel like this should be supported (nothing against the dev, I am one myself). This leads to have so many clones in the market (flappy bird, 2048 and so on…)

    • RoboBonobo says:

      flappy bird, 2048, etc, are a result of people exactly copying other people’s game design, not by someone using his own one app framework to make a bunch of games that appear to be different from each other.

      • Guest says:

        But if it’s mediocre junk, it’s mediocre junk…basically no better than “spamming”.

        Contributing to the downfall of the App Store by producing hordes of
        identical, mass-manufactured games that lack regular updates? “My
        attitude is, if I didn’t do it, someone else would,” Hayward-Mayhew says.

        Scumbag loser. Making money but a scumbag loser none-the-less.

      • Uncle Benis :DDD :D says:

        I actually do this on android. I am happy it makes you mad, maybe I’m a sociopath, but the bottom line is if you play dirty, you make money. Stay mad, Guest :^)

  2. UrMom306 says:

    Ohhhh….so this is why the App Store is flooded with the same flappy bird variant crap. Good to know.

    • RoboBonobo says:

      I think that’s because people rip off other people’s game concepts. This is different than that.

      • UrMom306 says:

        Both (ripping off other’s ideas and re-skinning games) still leads to a stagnant app store. There’s no innovation or creativity. I honestly don’t even go to the games section of the app store anymore. Literally it’s all flappy bird, candy crush, and clash of clans clones all over the place.

  3. liveinreallife says:

    This is detrimental to do many things. This should be taken as a cautionary-tale, not glorification. His comment about if he doesn’t do it someone else will…is utterly golden crap

  4. Gregory Kitchens says:

    Well I’m a friend of john, and in fact I worked with him and helped with a lot of the apps he has released. His business model is brilliant, and he was such a great person to work for. I hope that I get to again some day. However the one man gaming empire remark is off base because he does have a great team working with him.

    • Guest says:

      Brilliant? Nah. Being little more than a slimy spammer is not brilliant. It might earn you money, but that’s not a sign of brilliance. Brilliance is accomplishing something for the greater good.

  5. Commenter says:

    What a douchebag! If I won’t do it someone else will?? What the help kind of excuse is that? Also his attitude towards freelancers is insulting, seeing as he’s a no talented leech and do th hour then he wouldn’t be in business

  6. reff says:

    How very, very American. Rip off consumers with rubbish repackaged in 600 ways, and hey, of course it’s justifiable, I’m rich aren’t I? So F you.

    • RoboBonobo says:

      Him being rich by itself doesn’t directly justify it, but he’s rich because people are using his apps, a lot, and that does justify it. If it was really utter rubbish he wouldn’t have anyone using his apps beyond 5 minutes of downloading them.

    • Jared Gingerich says:

      and how very, very ‘snobby foreigner’ of you.. this guy doesn’t impress me one bit, but they ARE FREE CELL PHONE GAMES DUDE. Bloody chill will ya? Personally the in-app purchases, as documented in South Park, are more offensive to my tastes than this guy.

  7. AvalancheMTN says:

    I say congrats! Awesome for him. Who says that the definition of building an app has to be starting from scratch all the time. The bottom line is, he apparently is appealing to customers because they are downloading his apps and playing his games. I for one like this…granted, I am one of the first to actually sell source code for the purpose of reskinning. I licensed the source code to my original game Avalanche Mountain, to over 300 people at anywhere from $100-$700 per license.

  8. Jared Gingerich says:

    I mean, i’m not impressed with the guy, but I’m not offended. Then again if I put myself in an app developer’s shoes I think I might feel a bit different.

  9. Maxwell S. Overholt says:

    This guy isn’t ripping anyone off, the exact opposite, he’s giving them a more tailored app. It’s the opposite off taking an idea and recoding—”cloning”— it’s taking code and rebranding it. Are you telling me you don’t read Shakespeare because that’s exactly what he did with his plays—see Reduced Shakespeare Company. Heck, even the plots already existing (Romeo and Juliet is based off Greek myth) and he literally cut and pasted bits of other writings in to the scripts. And we still rehash it still today from every Preforming Arts department in the world to Gnomeo and Juliet, Ten Things I Hate about You (The taming of the shrew—even the names are the same thing rebranded), West Side Story. This is taking a function and applying it to a new market, no one is worse off because of it.

  10. M.Rodriguez says:

    Reading the comments below it is clear to see who the creatives are and who sees the business intelligence behind this entrepreneurial method. It can easily be reduced simply to fine tuning market research//supply and demand. Give the people what they want when they want it. America can appear arrogant at times, granted, but capitalism is in fact, very American. Whether or not you add negative or positive connotation with that word is entirely point of perspective. Developers are insulted bc they feel this young man is missing the essence/art of the process, rightfully so, however can’t there be other forms of art? Such as the creativity of a new business model in a forever changing industry known for it’s groundbreaking ways ? When I hear this story I think, beautiful strategy, impressive work ethic, bold mind. To each their own. Get on or get left.

  11. Carter Thomas says:

    I’ve built/reskinned over 1,500 apps. Some are lower quality, some are killer quality. In fact, this model is exactly what some of the top grossing games do (Ahem, Candy Crush?). Crap is crap but don’t hate on the player, hate on Apple that has an Algorithm that can’t differentiate good apps from bad. It’s like saying that someone who opens a Subway Franchise is an evil spammer of retail and they should be starting their own Mom&Pop deli from scratch. Nice work John – keep rocking!

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