Armin Ibrisagic's Blog
My name is Armin Ibrisagic, I work as a PR Manager and Game Designer at Coffee Stain Studios. I get paid to make, think about, and talk about video games.
A n in-depth post mortem about what went right and what went wrong during the development of Goat Simulator, from a production and design perspective.
Coffee Stain Studios' Armin Ibrisagic talks about their efforts taken during Sanctum 1 and Sanctum 2 to design diverse playable characters that differ from the industry norms.
Things we learned about DLC from our previous games in the Sanctum series, and why we decided to go with completely free updates for Goat Simulator.
Initially, Goat Simulator was a way for us to play around in UE3, try something new and train our new programmers in the engine .Luckily, both getting a working prototype up, and finishing the game went extremely fast due to the tools we used.
A description of how Goat Simulator unexpectedly became our next big IP, and a story of exactly what went down at our studio, and the design descisions we took after the alpha.
Indie developers are great at making games. However, many new companies are still lacking on the PR & Marketing side. Here are some basic guidelines and tips on how to spread awareness about your indie game without spending all your money or time on it.
Armin Ibrisagic's Comments
[Blog - 04/09/2014 - 08:49]
Yeah, we 've shown our ...
Yeah, we 've shown our Sanctum 1 2 sales figures on lectures and such, and right now we 're planning a post mortem on it for Gamasutra.
[Blog - 03/27/2014 - 11:27]
Thanks for the feedback r ...
Thanks for the feedback r n r nActually, we 're not worried about people being inspired by Goat Simulator and making similar stupid games I 'd love to see more dumb games in the game industry r n r nAs goes for Bear Simulator, I don 't know why people ...
[Blog - 03/04/2014 - 09:37]
Oh, it would be crazy ...
Oh, it would be crazy to never do anything more with the Sanctum series. We 'll definitely finish the series in one way or another, but right now we don 't want to oversaturate our fans with yearly iterations or anything like that.