Ross Przybylski's Blog
Ross Przybylski is a AAA and indie game developer and the Founder & CEO of D20Studios, LLC.
Ross's first game, Hero Mages, launched in 2009 for web and went cross-platform to mobile in 2012. Hero Mages was featured by Apple, Adobe and Sony. The game earned the Technical Excellence award from indiePub in 2010 for its seamless cross-platform multiplayer capabilities. In 2012, Ross went to work for EA as an engineer manager and producer in a key leadership role for an 80+ member AAA mobile team. In 2016, Ross left EA to bring AAA production skills and business insights to fulltime indie game development.
Ross champions indie development and supports the development community by sharing insights from our experience in the indie and AAA games industry on his Youtube channel, Game Dev Chats. Ross also contribute articles, does public speaking for user groups and shares code and technical solutions. Ross believes that helping each other to succeed enriches the quality of games and builds a better industry.
Indie dev Ross Przybylski shares his marketing strategy, budget, event highlights and data of his Dreamhack Atlanta 2018 showcase of Summoners Fate.
A retrospective look at the marketing budget, game demo setup, and session data on Summoners Fate collected while exhibiting at PAX West.
Like a dream, the encounters of Indie MEGABOOTH flow naturally together in a series of meaningful, interconnected events that provide much needed validation for the risk and sacrifices of indie devs.
Working 80+ hour weeks as an indie dev, I often had to choose between my wife and my work. This is the story of how our relationship and our game became even better by working together.
A great way to innovate is by solving a problem for the player. Learn how my collaborations with players inspired 3 unique tactical combat mechanics never before seen in the tactics genre.
Learn professional techniques used to forecast the potential revenue of F2P mobile games including key performance indicators, how to estimate the size of your market, and actual genre based metric values you can use to get accurate sales estimates.
Ross Przybylski's Comments
[Blog - 01/31/2019 - 05:45]
My favorite part of this ...
My favorite part of this was the discussion of Extreme game depth as the holy grail of game design - and it 's counter point the challenge of achieving this while remaining accessible - spot on I also appreciate the sincere and thoughtful way you 've presented the service model ...
[Blog - 11/29/2018 - 10:23]
Thanks, Nathan Next time we ...
Thanks, Nathan Next time we gotta get those butt thumpers of yours working. I can just imagine the crowd call-to-action Hey you Want to get your butt thumped while pigs barf on you Wait...what Hi, I 'm Nathan...prepare to be bedazzled http://mommysbestgames.com/pigeatball.html
[Blog - 10/10/2018 - 11:11]
You 're welcome, Nathan. I ...
You 're welcome, Nathan. I 'll share this data again after my next show so we can see how applying the take-aways impacts the effectiveness.
[Blog - 09/06/2018 - 09:24]
[Blog - 11/15/2017 - 09:51]
I agree indie game dev ...
I agree indie game dev can hurt relationships, as stated in my opening paragraph. But aside from don 't make indie games I 've found keeping my relationship healthy has been much better working with my wife than away from her. I probably should have mentioned in the article that ...
[Blog - 10/27/2017 - 01:15]
Absolutely on spot advice, Andrei. ...
Absolutely on spot advice, Andrei. Building a small audience is a must to learn as much as you can and make your game as polished as possible. Feature placement is what you need to be successful on mobile, and the best shot is making an exceptional game plus localizing your ...