Kyle T Webster: From illustrator to iPhone app creator

"There are no words in the game so that it can be enjoyed by anybody from anywhere. I think this kind of uncomplicated approach with a unique twist on the typical memory game, along with the very 'Zen' look and feel, smooth game play, and quiet music will help it stand out in the crowd."

DA: Has it been a labour of love or have you had help?

KTW: "The game took ten months to develop because of my busy illustration schedule. I spent eight months working on perfecting the visual style of the game and the last two months were spent finishing all of the code and fine-tuning the game play with the greatly needed help of the fantastic development team at Peer Assembly."

DA: Do you see the iPad as being a potential portfolio for illustrators?

KTW: Absolutely. In fact, I am preparing a free downloadable portfolio for iPhone and iPad right now and Peer Assembly will probably help me get it ready for the App Store by this Summer.


DA: Finally, any plans for future apps?

KTW: "Yes, I have two other game ideas in development. I will tell you in advance that they are not memory games -- they are action games with plenty of humour. I enjoy mixing it up! But, because I am not a big game company, I have to wait to break even on White Lines before I finish the other games! Though the game has only been out for a week, the current sales trends show that I should be in the black within a month, so wish me luck.

"We are completing an updated version of White Lines right now that includes OpenFeint so players all around the world can compare scores."

(Available from the Apple iTunes App Store, White Lines costs 59p and requires the iPhone 3.0 Software Update.)

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