Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 26, 2016
arrowPress Releases
June 26, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Ryan Sumo's Blog

 

I am the lead artist/CEO of Squeaky Wheel, an indie games studio making games in the Philippines.  I'm currently working on a allegorical political strategy game called Political Animals

 

 

 

 

Member Blogs

Posted by Ryan Sumo on Mon, 20 Jun 2016 02:11:00 EDT in Business/Marketing, Indie
I part 3 of a 3 part series I go into some of the nitty gritty details and calculations that a developer needs to do before presenting a pitch to a publisher.


Posted by Ryan Sumo on Thu, 09 Jun 2016 10:07:00 EDT in Business/Marketing, Indie
In part 2 of a 3-part series of blogposts, Ryan Sumo describes how working with Introversion Software eventually led to a publishing deal with Positech Games.


Posted by Ryan Sumo on Fri, 03 Jun 2016 10:25:00 EDT in Business/Marketing, Indie
In part 1 of a series of blogposts, Ryan Sumo writes about his career path and the big breaks that eventually led to a publishing deal with Positech Games.


Posted by Ryan Sumo on Mon, 21 Sep 2015 02:00:00 EDT in Design, Indie
I talk about the kinds of interesting tradeoffs that we want to explore with Political Party Animals.


Posted by Ryan Sumo on Wed, 02 Sep 2015 01:17:00 EDT in Art, Indie
I go over my pipeline for making and animating characters using Photoshop and 2Dtoolkit in Unity.


Posted by Ryan Sumo on Wed, 28 May 2014 10:25:00 EDT in Design, Indie
I talk about how I found the right visual metaphor for our game.



Ryan Sumo's Comments

Comment In: [Blog - 06/20/2016 - 02:11]

Glad you found it useful ...

Glad you found it useful r n r nYou 're right that it 's possible to do both, but if we are successful on PC and port it to mobile it will definitely still be a paid/premium product. I 'm personally wary of biting off more than I can chew, ...

Comment In: [Blog - 06/03/2016 - 10:25]

I 'm grateful to hear ...

I 'm grateful to hear that Berend. Even if you 're the one and only person that read this and felt like it gave them the confidence to keep going, that means the blog was well worth the time spent writing it. Very cool to hear about your own experiences ...

Comment In: [Blog - 08/18/2014 - 09:50]

In the Philippines and other ...

In the Philippines and other countries I 'm sure a small industry in customized faceplates boomed. You could literally not move two steps without running into a kiosk selling faceplates we called them cases of all shapes and sizes for a dollar or two.

Comment In: [News - 08/28/2015 - 12:25]

Would you say that this ...

Would you say that this model naturally means that only younger developers who can afford to live cheaply and/or live in countries with a lower cost of living have a chance to succeed It would also seem that smaller, more mobile-friendly titles are the way to go, at least for ...

Comment In: [Blog - 08/17/2015 - 02:01]

Thanks so much for the ...

Thanks so much for the very informative post. r n r nI suspect that the Logo, cover, and trailer were all mitigating factors in your lack of sales. I understand that you had to do some creative money management here and, but I think that Springing for a better logo ...

Comment In: [Blog - 05/04/2015 - 01:51]

It 's interesting to read ...

It 's interesting to read this taxonomy of game development communities to use it as a comparison to our home countries. As for me, I 'm from the Philippines. I 'd say we are at stage 3-4. We 've had some heroes but they haven 't had the impact that ...