Eli Hodapp, writing at TouchArcade:
We met up with developer Keith Shepherd at GDC, and at a dinner the night before he was talking about how when they hire people now they go through the various stages of Temple Run’s development to give an idea of what’s possible in the mobile space after a day of work, a week of work, and a month of work.
Always interesting to learn about the process of making a game, especially a popular one such as the original Temple Run. The video at TouchArcade has a full interview with Keith Shepherd, who explains how the “free with In-App Purchases” strategy was born as a consequence of an experiment on the App Store, something that Imangi learned to optimize for Temple Run 2.