Jan 7, 2018 · 20m · top-founders
897 His Mobile App Was Downloaded 8m Times, Now Builds for Others Doing $9m+ This Year
gold bands on the timeline = statements, start to end. Hover to read, click to jump. CC turns on captions
In this interview, In Motion Software co-founder Brian Howard details how he transitioned from developing viral, top-ranking mobile games to running a 70-person enterprise software agency approaching $10 million in revenue. He shares strategic insights on App Store optimization, client retainer models, and mitigating business risk in high-growth technology companies.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. Nathan holds 42.5% of the talking time here. How this is scored →
speaking balance: gold is Nathan, purple is the guest (3 minute bins)
Brian firmly rejects Nathan's insinuation that he is hiding proprietary App Store ranking algorithms, maintaining that the platform tweaks parameters unpredictably.
Hardest push from Nathan ▶ 5:53 Nathan points out contradiction in agency promiseNathan directly challenges Brian by pointing out that if Brian couldn't predict his own game's success, he cannot claim to replicate hit products for agency clients.
Biggest teaching moment ▶ 3:36 Brian explains why the gaming industry is brutalBrian breaks down the mechanics of game development risks, showing why MVPs don't work easily in capital-intensive consumer gaming.
Nathan holds their own ▶ 14:07 Nathan highlights agency client concentration riskNathan leverages his industry knowledge to press Brian on the standard agency pitfall of over-relying on a single account that generates over 20 percent of revenue.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | Nathan as informed peer | Guest teaching | Guest disagreement | Nathan pushing back | Why |
|---|---|---|---|---|---|---|
| Early Hit Games and the Success of 'I Dig It' | 4 | 2 | 1 | 4 | Nathan presses Brian to define and quantify what success meant during his early game development days, extracting metrics around downloads and revenue. Brian responds cooperatively with historical metrics about 'I Dig It'. | |
| Gaming Market Risks and the Agency Pivot | 5 | 3 | 2 | 5 | Nathan probes why Brian's later game flopped after heavy investment and questions how the agency can sell replication of success when Brian admitted hit games are unpredictable. Brian clarifies that they replicate execution rather than market predictability. | |
| Sponsor Break: Acuity Scheduling | 4 | 2 | 2 | 5 | The segment includes an ad read followed by Nathan aggressively probing for App Store ranking secrets and ASO tactics, expressing skepticism when Brian claims there is no silver bullet. | |
| Founding Origins, Early iPhone Utility, and Revenue Growth | 3 | 1 | 1 | 3 | Nathan inquires about founding details, early utility apps, equity ownership, and financial projections for 2016 and 2017, concluding with the standard rapid-fire questions. |