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Aaron San Filippo's Blog   Expert Blogs


Aaron spent 7 years at Raven software in Middleton, WI, working on such titles as Singularity, Marvel:Ultimate Alliance, and Call of Duty: Modern Warfare 3.

In April of 2012, he left the AAA scene to join his brother, Forest San Filippo in founding Flippfly, where they're creating games for PC and mobile. You can follow him on Twitter here.


Expert Blogs

A discussion of the changing landscape in games, and what it means for Indie developers in 2014 and beyond.

We launched Race The Sun one month ago via our website and the Humble sales Widget, and a professional PR campaign. Here is a summary of our experience. Spoiler: Distribution platforms like Steam seem critical for commercial success.

Posted by Aaron San Filippo on Wed, 15 May 2013 10:21:00 EDT in
Niche games are struggling on Greenlight. Here's an idea for giving them a fighting chance.

Posted by Aaron San Filippo on Fri, 18 Jan 2013 12:55:00 EST in Design, Indie
In this series, I interview notable fellow game developers, in hope that we can glean lessons from their success.

Posted by Aaron San Filippo on Wed, 09 Jan 2013 09:59:00 EST in Business/Marketing, Indie
Presenting Two PR lessons we've learned, which can be boiled down to one thing: it's about the game.

Posted by Aaron San Filippo on Fri, 15 Jun 2012 03:49:00 EDT in Business/Marketing, Production, Indie
After 7 years in AAA, I reflect on lessons learned, and discuss how I believe this experience will help in my new life as an indie developer in a two-man studio.

Aaron San Filippo's Comments

Comment In: [News - 03/25/2015 - 07:30]

Agreed, it 's a pretty ...

Agreed, it 's a pretty cool experiment. I think it 's also kind of cool, considering some of the comments the developer has made on Twitter which some interpreted as pretty regressive/anti-feminist. Now if he 'd just add some women characters to the game, the discussion would be even more ...

Comment In: [Blog - 11/12/2014 - 01:39]

Yeah I guess my point ...

Yeah I guess my point was: I think simply concluding that the game should have been cheaper, and implying that this would have somehow changed the story of the game 's success, is way too simplistic. Lots of games launch at 3- 5 on Steam and don 't fare any ...

Comment In: [Blog - 10/24/2014 - 01:51]

Joe, r n r nYou ...

Joe, r n r nYou seem to be an all around expert on video games, game history, fun theory, business, marketing, project planning, budgeting, and all around obviously how it should be done knowledge. r n r nPerhaps you 'd prefer to simply do all of these things right, and ...

Comment In: [Blog - 09/23/2014 - 09:49]

I can relate r nThe ...

I can relate r nThe thing is though, these barriers aren 't really new things are just evolving. Other than the short window of time in Steam 's history where indies had limited access and guaranteed visibility, getting people to notice and care about your game has always been an ...

Comment In: [News - 07/23/2014 - 09:56]

Put these stats together: r ...

Put these stats together: r n- avg yearly income of around 10k for indies r n- 57 of indies don 't have other sources of income. r n r nThis tells me that most of the respondents were probably students, or kids living at home. r n r nReally hope ...

Comment In: [News - 07/22/2014 - 07:53]

Kris: That 's a start, ...

Kris: That 's a start, but wouldn 't it be more meaningful to differentiate between those who are working full-time or near full-time at game development from those who aren 't Or perhaps a question such as: Is game development your primary source of income r n r nI realize ...