Aaron San Filippo's Blog
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.
If you're an indie developer, your greatest challenge is probably just getting people to know about your game. There's no magic bullet solution to this problem, but here's what I've learned.
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.
Niche games are struggling on Greenlight. Here's an idea for giving them a fighting chance.
In this series, I interview notable fellow game developers, in hope that we can glean lessons from their success.
Presenting Two PR lessons we've learned, which can be boiled down to one thing: it's about the game.
Aaron San Filippo's Comments
[Blog - 10/12/2016 - 10:31]
Hey Bruno, r nI think ...
Hey Bruno, r nI think it 's great that you 're telling your story, and even better to solicit critique from the community. r nI agree with the comments from Philip, James, and Robert above Except for Robert 's point 3 - I think lowering your price is rarely a ...
[Blog - 02/02/2016 - 01:37]
It only seems like a ...
It only seems like a good idea until you consider the actual economics of mobile: r n r n- Typical conversion rates of lt 1 r n- Typical prices of lt 5 for most mobile games r n- Typically lt 1 million downloads for most games. r nYou need to ...
[News - 02/01/2016 - 04:03]
Sure - so for reference, ...
Sure - so for reference, it was in 2012 when we launched on Kongregate, and times have changed a bit with their audience size. Additionally, the Unity web player was much more ubiquitously supported then - now your only real option is to use WebGL publishing with Unity, which is ...
[Blog - 10/02/2015 - 01:08]
[Blog - 09/29/2015 - 02:22]
[Blog - 09/28/2015 - 01:25]
would Prune have been featured ...
would Prune have been featured had you not introduced Joel to your lucky Apple contact, on its excellent visuals gameplay alone r n r nI suspect that it would have been featured, but it 's hard to say. r n r nMaybe the better question is: Why did I go ...