Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 26, 2017
arrowPress Releases






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


 

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. 

 

Member Blogs

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.


Posted by Armin Ibrisagic on Fri, 31 Oct 2014 01:40:00 EDT in Design, Production, Console/PC, Indie
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.


Posted by Armin Ibrisagic on Wed, 09 Apr 2014 08:49:00 EDT in Business/Marketing, Design, Production, Indie
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.


Posted by Armin Ibrisagic on Tue, 04 Mar 2014 09:37:00 EST in Business/Marketing, Design, Production, Console/PC
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.


Posted by Armin Ibrisagic on Mon, 09 Dec 2013 04:52:00 EST in Business/Marketing, Production, Console/PC, Indie
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

Comment In: [Blog - 06/03/2015 - 02:15]

Heartbreaking to read, but extremely ...

Heartbreaking to read, but extremely important. Thanks for writing this

Comment In: [Blog - 05/14/2014 - 11:09]

Amazing article. Hit me right ...

Amazing article. Hit me right in the feels. I think this is something game designers have always felt but you put it very eloquently in words. More articles please

Comment In: [Blog - 04/09/2014 - 08:49]

Thanks for the feedback r ...

Thanks for the feedback r n r nWe usually share sales numbers yeah, but only after we have some data we can actually analyze and not this early after release. r n r nHowever, I 'd love to do a gamasutra article analyzing our total sales numbers from all our ...

Comment In: [Blog - 03/27/2014 - 11:27]

I think the efficiency of ...

I think the efficiency of game jamming rapid development totally has to do with the kind of game you 're making, just like always. However, I 'd still recommend producers to consider planning in at least one month of creative playing around , regardless of what kind of game you ...

Comment In: [Blog - 03/04/2014 - 09:37]

I actually got in touch ...

I actually got in touch with Jeff Minter recently, he 's had a lot of great ideas for Goat Simulator. He 's like the Goat guru, I think I can learn a lot from him