In the summer of 2008, three great friends had an idea in a car: to get in on the iPhone goldrush by carving out a niche in the photography category. A few months later, Pano was submitted to the App Store and through polish, innovation, and some good timing and luck, it became a hit. Debacle Software was born.
Once we got the ball rolling with development – and once I had some time to breathe after we submitted Pano – I got to work on drawing up the brand that would tie all our work together. This logo represents the relative chaos of starting out as indie developers; what emerges – we hope – will be superior for it.
The one that started it all. From being a twinkle in our eye to selling well over 200,000 copies with feature articles in Gizmodo, MacWorld, TUAW, and various print publications, Pano took us all by surprise. With a massive UI overhaul in its 4th version, I tried to make Pano look every bit like the first-class app that it had become.
Drawing upon his background in Human-Computer Interaction, fellow Debacler Julian found that we could make things a tiny bit easier for self-photo shooters. Using the open-source computer vision library OpenCV, we created Self Image, an app that would take a photo as soon as it saw a face in the frame.
Shortly before Self Image's development, Adam and I began brainstorming on a project that would later become Little Metal Ball. I later stepped out of the process and Adam found Michael Brown, a well-established game design pro, to help bring the game to completion. Adam asked me to take Michael's art assets and build the app's website.
The game that would one day become Little Metal Ball started out as Cradle, a game based on the adventures of a steel bearing that had broken free from its previous life as part of a Newton's Cradle desk toy. Shown here is part of the main menu for the game; the viewport would initially be centred around the logo, from where the user would roll the ball down the various paths to select a level.
eric.akaoka@gmail.com
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