Learn to create an iPhone games and publish your own game to the App Store.

user experience / product


Originally named MakeGamesWithUs, Make School began as an summer program to teach developers how to make iPhone games. And, to subsidize tuition costs, the company produced and published select games in partnership with the game's student developer. I oversaw game publishing while also mentoring and teaching students about game mechanics and UX.
Sushi Neko
A clone of Timberman I designed, used in a project-based game development tutorial.


While I worked with each developer on game design as part of the educational experience, we only considered publishing a game if the developer reached a UX-polished, playable prototype. Still the idea was to make a large volume of games and I was sometimes making the art for 4-8 games at a time, with the help of freelance game artists and designers.


The companies goal was to publish lots of games. That means we needed a lot of students making it the whole way from learning how to program a game to completing a playable prototype to finally publishing their game to App Store.

So problem #1 was always, "not enough students are completing their games". One of the most effective ways we improved completion rates/time was by making template games. And so, based on the types of games students were building, we identified 3 different type of templates to make: infinite runner (like Jetpack Joyride, puzzle (like 4 Pics, 1 Word), and multiplayer (like Words With Friends). Making template games helped speed up development time and more students were able to publish games.
Endless Runner Template
We built template games to speed up development time. These were essentially working prototypes, made for modding and easy UI adaption. Menus, layouts, and UX by me. Sprites and backgrounds by Seth Byrd.
Problem #2 is that the types of games people often want to make are overly-complicated and hard to produce. From the beginning I did a lot of coaching so as to deter a student from over-scoping their game. Our mantra was "fun, simple, remarkable". The templates also helped to limit and focus a student's game and since the asssets in a template were standardized, it made making UIs much easier.

And the third problem was that after making a few games, I realized I was making a lot of the same UI assets over and over again. So, we ultimately created UI sets for students to skin their games with. This way, when it came time to make publish a game, my freelancers were concentrating on thematic elements of the game like characters, backgrounds, animations and other in-game elements.


In total we made UIs for about 50 games and ultimately published about 40 games. Many more were published by students without a partnership with the company! Below are just a few!
Pod Perfect
Match-three style game.
UI by Iris Martin.
Lets Hang Out
Meet-up-with-your-friends, calendar app. I did both the UX and UI of this app.
Ridiculous Climbing
Very fun game design! The character climbs up a huge wall dodging obstacles and then falls netting birds on the way down. A riff on the game Ridiculous Fishing.
UI/illustrations by Seth Byrd.