It goes without saying that timing is everything. You can be like Friendster and show up too soon to the social networking party and then blow it. Or you can be like the iPod and make a splash despite being a late entrant to the MP3 player market. Unity Technologies, a 3-D gaming platform, has seen this movie from all sides. After struggling for nearly six years, the company’s gaming platform took off when Apple released iPhone and iPod touch.
With a platform that lets developers build lightweight, online 3-D games — perfectly suited for the iPhone OS-based devices — Unity became a disruptor in the games business virtually overnight. And it’s been on a bit of a roll over the past year, with a client roster that includes big names like Electronic Arts, the Cartoon Network and Disney. Mobile developers love the company, which secured a $5.5 million Series A round led by Sequoia in October of 2009. But it wasn’t always salad days for the company, which was originally based in Copenhagen, Denmark and is now headquartered in the Bay Area, as is made clear in my chat with Unity CEO David Helgason.
Helgason recounts how the company made it through some some of the darker days during its eight-year history. Some highlights from our talk include:
- The co-founders would live off bread that was supposed to be thrown out from the cafe in which Helgason worked.
- Since the company had no money, the three co-founders could focus on development and customer support, building a loyal fanbase.
- When Apple included Unity at a developers conference, the company didn’t have the infrastructure to support the publicity, so that opportunity was wasted.
Perhaps the best (or grimmest, depending on your point of view) advice Helgason has for entrepreneurs is that when you find your idea, devote your whole life to it, almost like a religious movement.
Thumbnail image courtesy of Unity
Original post:
Video: How the iPhone Helped Make Game Startup Unity a Winner
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A Google employee expressed his distaste for the way Apple does business in no uncertain terms in a recent blog post. Tim Bray, a co-inventor of XML and a well-known blogger in his own right, is also a Google employee on the Android team, having recently joined following his time at

That’s quite amazing, considering that Facebook launched its platform more than 
Despite the fact that the App Store is now maturing, reaching its two year anniversary this summer, we are encouraged that native iPhone application developers are still relevant, representing 20% of the heritage pie, the second largest category. This means that the barrier to entry is still low enough for start-ups to enter and innovation to flourish. However, those days may be numbered as “discoverability” has become a significant issue, and now “marketing muscle” is starting to count more in the App Store.


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That’s not it though. Users can sign in to Lifestream using their Facebook account via Facebook Connect, making it unnecessary to remember separate account and credentials for the site.

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Luckily, I was not disappointed. Street Fighter IV does indeed make the very best of an admittedly bad situation with its iPhone port. As you might expect, it uses a virtual joystick and virtual kick/punch buttons superimposed on the gaming screen. As you might not expect, this approach feels neither clumsy nor half-hearted in this particular Capcom game, something which could not be said for earlier releases from the same company (Mega Man II, anyone?).
For $9.99, you get a variety of modes of play, including Bluetooth multiplayer with nearby opponents. Eight characters are playable in the iPhone version, but that’s plenty considering the platform and the more casual feel of the game. Kudos to Capcom for focusing on delivering awesome gameplay over unnecessary extras like a massive roster of fighters and levels.
