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August 26, 2019
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Corey Warning's Blog

 

Corey Warning is a game developer, producer, musician, and the co-founder of Rose City Games. He worked in the music industry for over 10 years, both as a recording artist and record label representative. His love of video games later inspired him to found Piasa Games, serving up retro sound design and weird game concepts for their aspiring indie game ventures. During that time, his team co-wrote and taught a course in Mobile Game Design with Treehouse, an online interactive education platform.


Shortly after joining the Portland Indie Game Squad, Corey began working with Jumpdrive Studios to help kickstart the company’s sci-fi strategy debut, XO.  Over the past year he worked closely with Square Enix Collective on marketing efforts, and acclaimed game composer Jim Guthrie (Sword & Sworcery LP, Indie Game: The Movie, Below.)

 

Member Blogs

Posted by Corey Warning on Wed, 23 Sep 2015 02:29:00 EDT in Business/Marketing, Indie
After 6 months of preparation, my team took our first game to Kickstarter. We raised $55,314 with the help of 2,219 backers to bring XO to life. In the first part of my post-mortem, I'll walk you through everything we did before setting it live.


Posted by Corey Warning on Thu, 13 Aug 2015 03:22:00 EDT in Business/Marketing, Indie
After more than 6 months of writing weekly devlogs, attending expos, and spending almost every day on Twitter and reddit, I posted my first game on Steam Greenlight. 8 days later, the project was greenlit.


Posted by Corey Warning on Tue, 21 Jul 2015 01:37:00 EDT in Business/Marketing, Production, Console/PC, Indie
Earlier this year, we announced our game on Square Enix Collective and spent 4 weeks going through their Feedback Phase gauntlet. This was our experience from start to finish - check it out if you're interested in crowd-funding your game.


Posted by Corey Warning on Tue, 23 Jun 2015 03:43:00 EDT in Business/Marketing, Indie
Since marketing is typically the last thing indie devs think about, especially during a game jam, we put together this handy reference sheet.


Posted by Corey Warning on Fri, 19 Jun 2015 02:53:00 EDT in Audio, Business/Marketing, Indie
It took us a long time to find the right sound designer. I saw a lot a great submissions, and some that were lacking. I hope sharing our experience will help both sound designers looking for work, and developers looking to hire.


Posted by Corey Warning on Thu, 12 Mar 2015 01:54:00 EDT in Business/Marketing, Indie
The dust has settled from this year's GDC. I sorted every business card I swapped, followed up with new friends, and discussed (in great detail) the feedback I received for our game, XO, with the rest of the team. Here's what I learned:



Corey Warning's Comments

Comment In: [Blog - 09/23/2015 - 02:29]

For us, I don 't ...

For us, I don 't think outsourcing the video would have been a good option. We knew that we wanted a trailer that was all game footage, and we were making big visual improvements on a daily basis - and I don 't think many video creators would be cool ...

Comment In: [Blog - 08/13/2015 - 03:22]

Only some offense taken, as ...

Only some offense taken, as I worked really hard on our Greenlight page and on this blog post in particular. I hope everyone can find something useful in here, even if it 's not completely directed at Greenlight. r n r nI think it 's important to point out that ...

Comment In: [Blog - 09/08/2015 - 01:23]

Good marketing isn 't following ...

Good marketing isn 't following an online marketing guide -- good marketing is marketing that works. Experiment and find what kind of marketing works for YOUR game. Decide on a target audience. Then test and iterate until that target audience is in love with the game r n r nWell ...

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

Oh man, where was this ...

Oh man, where was this 29 days ago before we launched our campaign We tried the achievements as well, but set our goals much lower than bloodstained. They went over pretty well, but I think we expected a few things to be easy - like getting 1,000 likes on Facbook. ...

Comment In: [Blog - 07/21/2015 - 01:37]

I will We 've got ...

I will We 've got our analytics up and running now. Besides direct, our biggest traffic is coming from pcgamer.com, Twitter, and Kickstarter search... which is interesting considering XO is REALLY hard to find since you need to type 3 characters to pull up projects :/

Comment In: [Blog - 06/19/2015 - 02:53]

That 's a good point ...

That 's a good point about the per-effect pricing - I should have mentioned that we were requesting that after discussing specifics on the kind of sound we were looking for, hearing estimates on amount of time it would take, and giving them a spreadsheet with descriptions of each sound.