Mobility & Entrepreneurship
My thoughts on the mobile industry, startups and You, Inc.
My thoughts on the mobile industry, startups and You, Inc.
Apr 6th
This time it is “La Estrella de Nicaragua” one of the leading newspapers in Nicaragua. The article is in spanish and pretty much says just what you all know. Where am from, what ANSCA means, how Walter and I started Ansca and talks about the success of Bubble Ball,(you know, the 14 year old kid) Robert Nays’s successful app written in our Corona SDK.
Here is the link to the newspaper La Estrella de Nicaragua, and a link to the actual article without having to navigate the paper pages, here.
Carlos
Tried to do my best to translate.
“Dweeb Carlos Icaza, Nicaraguan-nerd triumphs in the US in the world of cyber technology.
With the title “The impact of Corona SDK from Ansca Mobile”, el Diario Las Americas wrote about the monumental success of Carlos Icaza Arguello, a Nicaraguan professional in an article written by Nicaraguan reporter Sergio Boffelli.
Carlos Icaza is the co-founder of Ansca Mobile, creators of the Corona SDK. “Corona SDK has allowed 14 year hold Robert Nay from Spanish Fork Utah to create his successful game Bubble Ball a free app for the iTunes app store says Boffelli.
The success of Robert’s game has been featured all over the US, Europe, China and Chile, due in part to Robert’s game displacing Angry Birds from the top stop which was created by a group of 17 programmres.
Carlos Icaza says “Bubble Ball has been downloaded more than 8 million times, which I consider a phenomenon because it put Ansca on the map and now VC firms are coming to us thus proving what we set out to do a long time ago, we made Corona so easy, that even a 14 year old can write apps using our framework”.
In August of 1979, Carlos Icaza, then 13 years old arrived in Miami with his parents Carlos Icaza and Tere Arguello de Icaza and his sister Karla. The entire family, as with thousand of others, exiled from Nicaragua during the civil war due to the unrest brought about by the Sandinista Revolution. Carlos would have never imagined that his future would impact the world of technology in the US and worldwide.
He left behind friends, his home town of Leon, Nicaragua, and his family’s cotton farm, adding to the exodus of more than 1 million Nicaraguans whose talent and productive capacity displaced the country from the civil unrest and usurped government into the chaos of poverty making Nicaragua the second most poorest country in Central/South America.
At 15 years of age, now in exile, Carlos Icaza started programming classes and graduated from Christopher Columbus High Shool in 1984 in Miami, and as soon as he started college courses in Computer Science he was hired as a professional programmer.
As he grew, Carlos immersed himself in the world of programing and in 1997 joined Adobe as a software engineer and in 2004 Macromedia recruited him as Engineering Manager for their nascent mobile division.
A year later, when Adobe acquired Macromedia, Icaza had released FlashLite, Flash Mobile Authoring and Flash Cast. Flash Lite is now available in over a billion phones worldwide.
With his technological capacity and his desire to be an entrepreneur and work with more freedom he quit Adobe in 2007 and with his co-founder Walter Luh, who met while at Adobe, started Ansca Mobile in Palo Alto.
Where does the name Ansca comes from? It’s a family history, and the cotton farm where he grew up left an indelible experience on a very young Carlos Icaza, and the meaning of Ansca is “Algodoneros Nicaraguenses Sociedad Coooperativa Agricola” [Agricultural Cooperative of Nicaraguan Cotton Growers] and even though Ansca Mobile is a company dedicated to technology, Carlos has fond memories of Ansca that he has carried since his child hood.
Walter, his co-founder was also at Adobe and was lead architect of Flash Lite, has over 10 years of programming experience and aside from Flash Lite worked on Adobe Illustrator and Apple’s Final Cut Pro.”
The rest is the Bubble Ball success and how easy Corona is to use.
Mar 31st
John Warnock (co-founder of Adobe) is not just known for being the mind behind Adobe, PostScript, and Acrobat. Prior to Adobe, he worked for Xerox PARC and was one of the foremost scientists in leading the effort for JaM (“J” being John; “M” being Martin Newell, famous for the Utah Teapot), the precursor to PostScript. We all know the Xerox PARC story. This is not about Xerox. Read John’s first document on Acrobat, codenamed Camelot.
Even before Xerox, John Warnock was already famous. He was known for the Warnock Algorithm, a hidden surface removal algorithm published in most computer science graphics books. Imagine having an algorithm named after you. That’s impressive.
He comes from an elite group of distinguished graphics pioneers that studied at theUniversity of Utah. From Martin Newell, to Phong, Gouraud, Alan Kay, Ed Catmull (Pixar), Jim Clark (SGI, Netscape), Jim Blinn (NASA), Kajiya, and others. The advances we see today in movies like Toy Story and Avatar comes from the early research papers most of these folks wrote in the late 60’s and throughout the 70’s. Seriously, you have to check out Blinn’s bump mapping work and some early papers on fur rendering by Kajiya.
So, let’s party like it’s 1999. Here I was, a nobody, (heck, I still am a nobody!), a number at an office, a four-digit employee at Adobe. I had been working for them for almost three years and I’d just started working in the Illustrator group. Here I was sitting down, probably a week into the Illustrator group, staring at a 21” NEC CRT monitor full of windows of code and trying to find my way around it. I was facing the south side, and I had my back to the door when I heard footsteps and a knock on the door. It was Illustrator’s director of engineering. And what happened next, left me with an indelible mark.
It goes something like this:
Dave (Director of Engineering): Carlos what are you working on?
Me: Learning the code.
Dave: Well, I have a project for you that’s rather important.
Me: Uhh… Okay. *GULP*[Butterflies and nervousness start to creep in. A project of importance -- will I be able to deliver? What if I have no clue how this project works, and how it is put together???]
Dave: John Warnock wants to know why we don’t have a color picker in Illustrator.
Me: The John Warnock?
Dave: He just got off the phone with me and wants the Color Picker in Illustrator ASAP. I figured it would be a good way for you to break into the code.[I s*** my pants]
Dave: Don’t worry. It’s just John.
Me: But, but, I don’t know how to …
Dave: Look, you’ve done this a thousand times. It should be relatively easy.
Me: Okay.
Dave: E-mail John and you two can figure it out. [Exits.]
Me: [I look and feel like I just saw a ghost, while continuing to s*** my pants.
That was it!
That was the moment that Warnock crystallized for me just how in-touch he was with his products and his engineers. It epitomized for me the “Warnock Influence.” He would roam the hallways at Adobe and chat with engineers. He would pop his head into an office and start talking with the engineer as if they had known each other for years. Chuck Geschke(Adobe co-founder) would do the same. A former co-worker during my Illustrator years came to my office one day and was in shock that Chuck had just called him after finding a bug in his SVG export code. It was not unusual to be sitting in the Adobe cafeteria, having lunch, and having John or Chuck come sit at your table and smack-talk.
I refer to the Color Picker story above often as an example of a founder who was passionate about his products as much as he was about his company and his employees. In another episode (not involving Warnock), I was at an event with that same Director of Engineering and, when introducing him, I said I work for him. He corrected me, simply saying “No, we work together.”
Coincidentally, Dave Lazarony — that now-former Director of Engineering for Illustrator(who later became one of the individuals responsible for making the Adobe Creative Suite) — currently sits on our advisory board and has been my mentor for a number of years. We first met around 1990 at a puny little company in Miami called Deneba Software (nowACDSee), makers of Canvas, a former competing product against Illustrator. I credit him with quite a bit of stuff, as it was him who pushed me to submit my resume to Adobe and eventually get where I am today. ![]()
Today, I don’t have people working for me — I work for my co-workers! My job is to facilitate and do whatever it takes to allow them to execute on their job tasks to their fullest potential, and empower them to grow and make decisions independently. And, above all, I get my hands dirty. I build, debug, add features, and fix bugs on our code base.
All thanks to an industry giant for teaching me a life lesson.
* EDIT: Someone asked how did the Color Picker turned out? Here it is. *
Mar 29th
One of the most exciting parts of being at Ansca, is that I get to see a lot of your great games all the way from inception to being released on the App Store and/orAndroid Market.
A lot of you send me your games to figure out a problem here and there, or ask me questions about how to do XYZ or this-and-that. Some of you send me assets without blinking; other of you are reluctant to send me your assets because your game is the next Angry Birds and you don’t want anyone to see your creation. Some of you are reluctant to send me the code because the “code” is not pretty. Trust me, I’ve heard and seen just about every type of game, code design, and killer app — I’ve been working knee-deep in the mobile space since 2004, when it was “pre-historic.” I’ve seen the whole gamut!
So, I see a lot of games and apps. Of course, I see a lot of Corona-made apps, but I also get to see a lot of non-Corona apps — and I get the same question asked over and over again.
What makes a game successful?
And with apologies to Cookie Monster, here we go…
While there is no magic elixir as to what makes a game a success. I have seen a series of elements that most successful games have and in Cookie Monster lingo, here is the Letter E for the key elements to a successful game
While it is difficult to articulate everything in one blogpost, I will do my best to see if I can make sense for each of the elments I mentioned above for a successful game.
A game must be engaging! Think of having an engaging conversation — the conversation can be enjoyable or entertaining. Not all conversations are enjoyable, nor all conversations are entertaining. But if it has one or the other, you at least have three items from the list:engaging, entertaining, and enjoyable. Now, think of a movie that is entertaining — not all the movies that you consider to be entertainment may be enjoyable, but they could be engaging. The movie can have a plausible story that makes it entertaining, but may not be engaging. But certainly a movie that is enjoyable can be quite entertaining and engaging at the same time. Think of it this way: Entertaining = mass appeal. Simple.!
Now onto the rest! A game must also be expandable, something that you can keep growing. In the case of the Angry Birds franchise, there is Angry Birds Seasons, Angry Birds St. Patrick’s, Angry Birds Valentine’s Day… Again, using a movie metaphor, think of a movie sequel. Although not always as good as the original, you can still continue the franchise.
Lastly, the game must be elastic. You have to take the gameplay to the breaking point. For me, this is the one of the top elements here (the key ingredient!). One has to pick up a game and be able to grasp it in matter of seconds. You must “fool” the player into thinking that it is easy, and have them go to the next level, continuing as the game gets progressively harder. That’s the elasticity of a game: stretch it is as far as you can while letting the player think that it’s still as easy as the first level.
If the game is elastic, it is also entertaining, enjoyable, and/or engaging. At this point, the player will want to share the game with other game players — then, you have successfully created a endemic game and the goal is to make it an epidemic!
And how do you expose your game to the masses? Create a Facebook Fan Page and a Twitter account for your company or game, create a video demo of your game. If you can afford it, try to get someone to write a press release for you and get the word out. Partner with a company that can get you the exposure. ![]()
And remember: all apps and games — no matter how successful — are ephemeral. Don’t fall into the mental trap that your game will be on top of the charts for months on end, or a year or two. Today, we live in an ADD world and today’s headline is tomorrow’s old news. Your job is to always keep your game fresh, introduce new levels, build trust with your players, award them with coupon codes, etc. Making a game is not just about making pretty pixels move around the screen, it is a business. And part of that business is also the ability to market (evangelicize!) your game.
A little disclaimer: the stock inclusion of all the elements I mention is no elixir. It doesn’t guarantee your game to become a 40 million download juggernaut. Nevertheless, having some of these key elements in your game will make your game that much more enjoyable, entertaining, and/or engaging to play — and if you get to that, you will automatically get more exposure.
After that, you could become endemic, and turn out to be the next big gaming “epidemic!” ![]()
Mar 23rd
I couldn’t be more happy with the 10,000,000 Corona SDK powered apps that have been downloaded in the past three months alone. It is a phenomenal milestone and one that I never thought it would happen in such a short amount of time. Also, I am also very happy to see the quality of apps and the volume of apps that are garnering the top spots at the app store. Again, in the past three months, we have had numerous apps on the #1 list, as well as on the top sellers spots on the app store.
Corona SDK is fast becoming the new mobile standard for 2D games. Go team Ansca!!
Find out more by reading the press release : 10,000,000
Carlos
Mar 21st
There has been a lot of activity over at Ansca and I have written two new blogs regarding our open door policy, a poignant moment during my early days at Adobe, and the Eight Elements to a Successful Game.
The importance of opening our offices to you >>
The Warnock Alrogithm, or, rather, The Warnock Influence >>
I hope you find time to read them and provide me with feedback.
Thanks
Carlos
Feb 24th
I just so happen to write a poignant view on the ensuing battle of the Mobile OS. Read more about it over at my company’s blog.
The Battle of Mobile OS is about to begin…
Carlos
Feb 14th
Last Friday, February 11th, 2011, I was interviewed by the spanish newspaper, Diario Las Americas. They did a good job in capturing the essence of our Corona SDK, and Ansca, my company, via my mutilated spanglish. Having been born in Nicaragua, and Spanish being my first language, I should be eloquent in my native tongue. So far away from the truth. I grew up in the States. My computer and business vernacular is all English. Trying my best to translate the ‘computer lingo’ into Spanish was quite a challenge and I had to resort to a very bad form of Tarzan-esque spanglish.
Cordial thanks to the reporter, Sergio Boffelli, who went out of his way to ‘translate’ my spanglish.
The article is in Spanish, to read it, follow the link here to Diario Las Americas.
Carlos
Feb 3rd
And I end up quoted on InformationWeek’s “Google’s Android Market Enables Web Sales” article.
Carlos
Jan 24th
Like the adage says, a picture is worth a thousand words. I will let the images speak for themselves.
Questions?
I used to work at Deneba Canvas back in the early 90′s. Canvas had a famous drawing that became iconic with the software package which was that of a cut-away of a F40 Ferrari. The original illustration was done by David Kimble who spent like 6 months at the Ferrari plant going through technical drawings, specs and what not. David Rumfelt was a ‘computer illustrator’ at Deneba, and reproduced Kimble’s illustration. He vectorized it into Canva objects, and if memory serves me right it took him almost 3 months.
The original drawing had about 28,000 objects because of the limitation on PCs of yesteryear, mostly because on the Mac, there was this thing that probably a few of us has have to deal with, that of Fixed number notation. Ergo, the reason Canvas 3.0 had a limit on the number of objects on the display list.
I few months ago, I realized I had the a version of the file F40 in Illustrator format, from when I started working in Illustrator back at Adobe. I took the F40 eps file, exported as SVG and read it into the Corona SDK simulator using a simple SVG parser.
Thats my teaser for now, and to the folks who bought Deneba, don’t send your lawyers as am not ‘commercializing’ the image. It is for my own private use. From a product that I have been fond of, and proud to have been a member of its core engineering team. Mario, Patrick, Sanjay, Phil, Dave, Gerry, Tom, Mark, Joaquin, Jorge, Steve and a few others. Here is to the original days of Canvas.
What does it all mean?
Carlos
Jan 12th
Continuing my topics in computer graphics, something which am very fond of, I took an OFF file, which is a standard data file format for polygon shapes, I read it into Corona, parse it, and then compute the faces and then render the wire frame all using native Corona objects. I use some heuristics to calculate the Z distance to fade out the color when the object renders away from the camera(view).
Here is a video of a 3D wireframe rendering of the famous Utah Teapot, also known as the sixth platonic solid, on you tube at http://bit.ly/g9LlG9
Carlos.
ps: Martin Newell, responsible for the Utah Teapot, worked a few offices from my office when I used to work in the Adobe Illustrator group. Words cannot describe what a perfect gentleman he is, and his brilliance as well as his humbleness is truly amazing.