Iceone / Kimi Raikkonen
Game development for Iphone
In late 2011, I was the Art Director and Designer for a game commissioned by a European publisher.
The most difficult challenge is using the the performance very efficiently as well as utilizing the
screen real estate without loosing legibility.
In practical terms this often means a lot of trial and error, an iterative process that can often be painful.
However on this we where using Unity 3D, and its integration pipeline, which made it a whole lot easier.