Rachel Presser's Blog
CFO/EP of Himalaya Studios, owner of Sonic Toad Consulting and related blog (a pad for indie developers, entrepreneurial sorts, and misfits), owned by the very spoiled Miss Yael the #indietoad. I write and adventure. Omnipresent subculture expert with an unabiding love for our amphibious and reptilian friends. Resident business advisor/instructor at Playcrafting NYC. Be my Twit here.
The rule of seven is one of the oldest marketing adages that is still relevant today: how can game developers use it? How can indie developers figure out who they are marketing to, then get seen by them at least seven times?
The incendiary piece by Alex St. John decrying AAA developers wanting reasonable work schedules has gotten a lot of people talking about crunch and unhealthy attitudes towards work. The reactions unraveled talking of passion, fear, and missed chances.
I came to GDC for two distinct reasons and went home not just accomplishing my goals, but utterly crushing them with even more than I bargained for. Most of all, I left with the realization I am living the dream after all.
The Research & Development (R&D) Credit is often cited as a massive boon to game developers, but not without some pitfalls. A licensed tax advisor turned indie developer delves into why an indie developer would or wouldn't benefit from this credit.
Game audio is often overlooked despite the huge role it plays in user experience and the game's atmosphere. Numerous game audio pros were asked for their input on why this phenomenon persists, this producer weighs in on how to solve the problem.
I finally got around to playing Avernum 5 and it's the most unforgiving game I ever played. I HAD to cheat to win. It made me think about the morality of cheating both in video games and in life. If you CAN'T get ahead otherwise, did you actually cheat?
Rachel Presser's Comments
[Blog - 04/18/2016 - 01:18]
The bit about balance sheets-- ...
The bit about balance sheets-- the public company model actually shows the root of the problem. The fact that most of the major studios are public companies and beholden to the shareholders, obsessing over short-term reporting instead of long-term value. Why else do mass layoffs usually happen right before a ...
[Blog - 04/06/2016 - 01:31]
This is a beautiful analysis. ...
This is a beautiful analysis. I wrote about how game audio gets overlooked, and Undertale is a great example of what an evocative soundtrack can do for your game. Can 't wait to see Part 2
[Blog - 03/31/2016 - 02:29]
Super helpful Gonna need to ...
Super helpful Gonna need to know this for my studio 's foray into mobile. I think we 've gotten feel nailed down pretty well as the feedback I 've received so far has been an endless reel of busting out laughing.
[Blog - 03/23/2016 - 07:01]
Excellent overview and exactly why ...
Excellent overview and exactly why I tell the devs in my business courses to ALWAYS have that work-for-hire agreement. r n r nThen there 's also the tax impacts of whether or not someone actually IS an independent contractor or your employee-- like if the relationship is more ongoing or ...
[Blog - 03/21/2016 - 02:22]
And we all know there ...
And we all know there 's nothing more unsafe than New England clam chowder on a bus But for real, I got a good feeling about this game.
[Blog - 03/18/2016 - 02:22]
Hi Forest Let me know ...
Hi Forest Let me know if you 're going to visit NYU, I sit on the incubator board. Lots of amazing stuff happening there. If I lived a little closer to downtown Brooklyn it 's a major schlep from the Bronx I 'd try to make it to their weekly ...