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November 23, 2017
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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 Fri, 25 Aug 2017 10:58:00 EDT in Business/Marketing, Indie
A quick guide to making a decent (but not necessarily the best!) indie game trailer.


Posted by Ryan Sumo on Tue, 27 Jun 2017 12:29:00 EDT in Business/Marketing, Indie
A short defense of Introversion's decision to make Scanner Sombre, despite the "obvious" choice of a Prison Architect sequel.


Posted by Ryan Sumo on Mon, 30 Jan 2017 10:37:00 EST in Business/Marketing, Indie
Chinese gamers have finally opened up to indie games, and developers should take advantage before the window of opportunity closes.


Posted by Ryan Sumo on Wed, 18 Jan 2017 10:41:00 EST in Business/Marketing, Indie
I share the sales figures for our turn-based strategy game Political Animals.


Posted by Ryan Sumo on Fri, 11 Nov 2016 09:42:00 EST in Design, Indie
I use our game "Political Animals" to try to understand how the 2016 US election was won.


Posted by Ryan Sumo on Thu, 10 Nov 2016 10:11:00 EST in
I talk about the emotional roller coaster that is called "Launching a Game".



Ryan Sumo's Comments

Comment In: [News - 06/23/2017 - 06:38]

I think a lot of ...

I think a lot of people are looking back at Prison Architect with rose colored glasses. I would argue very strongly that when they launched Prison Architect as an Early Access title it too was in a relatively niche genre at the time and there was no expectation that they ...

Comment In: [Blog - 01/18/2017 - 10:46]

Hey Matthew, thanks for writing ...

Hey Matthew, thanks for writing this. We 're currently mulling Early Access/Kickstarter ourselves for our next project and this has given us a lot to chew on. r n r nWanted to ask about your example of a positive way of responding to player feedback. You said : r n ...

Comment In: [Blog - 11/21/2016 - 12:47]

Of course I try not ...

Of course I try not to think too much about that as without a publisher this game wouldn 't have been possible anyway. r n r nHaha I had a similar situation when we launched our game, looking at the numbers and thinking hm. If we didn 't have a ...

Comment In: [Blog - 11/10/2016 - 10:11]

Yeah, our break even is ...

Yeah, our break even is looking more like two years at this point. Luck and timing definitely has an effect.

Comment In: [Blog - 11/11/2016 - 09:42]

No worries. This wasn 't ...

No worries. This wasn 't meant to be a definitive description of what happened, merely an analysis using one specific model, aka our game. Every model or every game always comes with certain assumptions, which I tried to explain in the different sections of the article. r n r nThe ...

Comment In: [Blog - 10/31/2016 - 11:19]

Glad you found it relatable ...

Glad you found it relatable Kylan. Hoping more people can write stuff like this to show a more balanced view of game development.