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.
By defining what makes a strategy game valuable, I explore how random outcomes contribute to strategic thinking and help us grow our creativity, problem solving abilities and connection to others.
PAX Rising marks our most successful show to date, breaking our previous best showâ€™s record in the first two days alone. In this article, weâ€™ll explore the data, our experience and my key-takeaway for this show: gratitude.
Here's an in-depth look at our budget, detailed session data, and our unexpected discovery of how originality and choice influence player perception that we learned showcasing Summoners Fate at Dreamhack Dallas 2019.
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Hereâ€™s three things we did different to stand out as an indie at PAX East this year and the data we collected.
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.
Ross Przybylski's Comments
[Blog - 01/27/2021 - 10:15]
Thanks, Keith r n r ...
Thanks, Keith r n r nI did this with intent because I agree with a lot of the point 's you are making, things like how meaning is established by your choices an interactions with the game and how that process is like writing a story. I disagree with specific ...
[Blog - 06/17/2019 - 10:36]
LOL - the looks we ...
LOL - the looks we got from folks getting on the plane were priceless. One passenger stopped us and asked is Is that really what I think it is I said You know it We indie devs know how to bring the party
[Blog - 04/04/2019 - 10:44]
Absolutely I like the quick ...
Absolutely I like the quick turnaround. Important to get content like this out while it 's relevant, and saving a full day in post production video editing using your phone vs. more extensive tools means more time to develop the game.
[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.