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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

Posted by Aaron San Filippo on Fri, 02 Oct 2015 01:08:00 EDT in Business/Marketing, Production, Console/PC, Indie
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.

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.

Aaron San Filippo's Comments

Comment In: [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 ...

Comment In: [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 ...

Comment In: [Blog - 10/02/2015 - 01:08]

Built in Unity. ...

Built in Unity.

Comment In: [Blog - 09/29/2015 - 02:22]

Thank you. ...

Thank you.

Comment In: [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 ...

Comment In: [Blog - 08/06/2015 - 12:43]

Free players also help drive ...

Free players also help drive demand, if the game design allows it through things like trading, or in the case of games like Realm of the Mad God, through items which can be shared with nearby players.