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Kyle T Webster
MacWorld UK Interview!
posted: March 10, 2010
MacWorld UK interviewed me yesterday about how and why an illustrator like myself would tackle developing an iPhone game. Here is an excerpt:

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Q. As a successful illustrator why turn your attention to iPhone apps?

I really wanted to start making my own products and then offering them to the world, rather than always waiting for others to ask me to make something. I am trying to change my business model from an on-demand service to something more proactive. iPhone apps are the perfect place for creative people to try out something new and release it to a huge audience, without the usual expense involved in such an endeavour.

Q. Games are the most popular section of the iTunes App Store, but is it a scary thought having to compete with so many games?
After spending a lot of time researching the market, I realised that it is not as scary as I initially thought it might be. While it is true that there are many thousands of games for sale, it is also true that there are many millions of players all looking for something different. So, a unique game that is well made can still make waves once people start telling their friends, blogging, tweeting, and so on. An independent developer like myself definitely has a greater challenge when it comes to hype and exposure, but I do think the system is quite democratic and the cream will rise, even if it takes a bit more time.

For the full interview, please go here...

Drawing for Doughnuts
posted: March 9, 2010
During my time at Shapiro Waker Design, I had the privilege of working on many projects for one of America's best loved brands, Krispy Kreme Doughnuts. I illustrated an annual report, created artwork for packaging and posters, created numerous ads, T-shirt designs, coloring sheets... too many things to mention, really, and all of it was a blast.

I don't have access to most of the art from those days, but here are a few things I was able to find. Thanks to David and John at SWD for giving me such great opportunities, and thanks to Ann, Dave, Nico, Marcie, Brooke, Stan and Ashley at Krispy Kreme for working with me for so long. I hope I can someday do more work for Krispy Kreme - and if anybody in the world has not yet had a hot Original Glazed doughnut, fresh off the line, well, I feel sorry for you!

All images below are copyright 2002-2006 Krispy Kreme Doughnuts Corporation. Art direction: Shapiro Walker Design.
Personal News Update!: I just found out today that my iPhone game, White Lines, has cracked the top 60 apps in the iTunes Store and is featured on the App Store home page! I am doing backflips over here!
An illustration for a T-shirt celebrating the new store opening on Maui.
A Back to School themed box I illustrated and designed in 2004. (Photography by Lee Runion at Black Horse Studio in Winston-Salem, NC)
Part of a wrap around illustration for a Christmas box.
Art for the 2004 collectibles series - this was the womens T-shirt.
Artwork created for a kids coloring sheet in stores.
I created this illustrated version of the famous Hot Light in 2003 and it was used in hundreds of different applications (apparel, packaging, in-store promotions, etc.)
I honestly can't remember where this was used! But, it was fun to draw.
Artwork for a T-shirt celebrating the first Nashville store (2004)
Posters for the Australian stores - these were reproduced at four feet tall. I wish I had bigger images of these, but I don't. If anybody in Australia has seen these on the walls, I'd love to know about it or see a photo!
Coffee Talk for Bicycling
posted: February 28, 2010
Here is a recent full page opener for Bicycling accompanying a printed conversation between three of the cycling world's most prominent women. Big thanks to David Speranza for this job; it is my first full page for the magazine.
Originally, the women were going to be having a conversation at a cafe in the city.
The revised and approved sketch - coffee shop by the side of the road out in the countryside.
Exploding Brain Chunks!
posted: February 23, 2010
Big, nasty brain chunks flying all over the room! It's disgusting!

Now that you are reading this, I would like to apologize for the misleading title. BUT, I am releasing my first iPhone game, White Lines, today and I need every set of eyes I can get on this post!

Naturally, the game involves drawing. It couldn't be simpler: white lines are drawn across the screen and you have to redraw them in the same order and direction in which they appeared. Sound easy? The challenge will truly surprise you.

After ten months of development, I can't tell you how wonderful it feels to get this out into the world. If you own an iPhone and you like stimulating memory games, then please give this one a whirl. It's in the app store for 99 cents.

Below are videos of gameplay and random folks on the street playing the game for the first time.

Visit the official site!





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