Gamasutra - Blogs /blogs/ Ryan Creighton's Blogs Sun, 30 Aug 2015 11:57:45 EDT en-us (Simon Carless) The Anatomy of a Pulp Crime Poster - by Ryan Creighton Business/Marketing,Design How LockQuest worked remotely to produce a classic pulp fiction poster for our live room escape game. Thu, 15 Jan 2015 03:35:00 EST Transitioning from Video to Physical Game Development: An Education - by Ryan Creighton Design,Production,Indie What's the difference between developing a video game vs a physical game? Your burning questions answered. Mon, 10 Nov 2014 02:16:00 EST Steam Greenlights Games in Bulk Because Most of Them Don't Get Made - by Ryan Creighton Business/Marketing,Production,Indie What's slipping: Steam's quality bar, or indies' ability to ship? Fri, 03 Jan 2014 09:24:00 EST The Quest for Honest Feedback - by Ryan Creighton Design,Indie You are not a rare and precious snowflake, but your playtesters will treat you like one. Mon, 04 Nov 2013 10:54:00 EST Seventh Time's a Charm for Spellirium at PAX 2013 - by Ryan Creighton Business/Marketing,Indie Exhibiting your game at a convention is a science, not an art. Thu, 12 Sep 2013 12:15:00 EDT You Are What You Build: The Dangers of Developing in Isolation - by Ryan Creighton Design,Indie Fat, useless, and unloved. And that was just my game. Fri, 31 May 2013 01:49:00 EDT