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May 22, 2019
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Rachel Presser's Member Blogs

Posted by Rachel Presser on Mon, 13 Mar 2017 10:15:00 EDT in Business/Marketing, Design, Indie
There are many takeaways to be had from GDC 2017. But one of them is that failure actually IS an option because it likely isn't what you think it means.


Posted by Rachel Presser on Fri, 12 Aug 2016 08:34:00 EDT in Business/Marketing
From a tax law expert's perspective, this bill's objective is primarily to increase AAA activity in New York but indie developers may actually see some benefits.


Posted by Rachel Presser on Mon, 06 Jun 2016 02:08:00 EDT in Business/Marketing, Indie
The rule of seven is one of the oldest marketing adages that is still relevant today: how can game developers use it? How can indie developers figure out who they are marketing to, then get seen by them at least seven times?


Posted by Rachel Presser on Mon, 18 Apr 2016 01:18:00 EDT in Production, Indie
The incendiary piece by Alex St. John decrying AAA developers wanting reasonable work schedules has gotten a lot of people talking about crunch and unhealthy attitudes towards work. The reactions unraveled talking of passion, fear, and missed chances.


Posted by Rachel Presser on Mon, 21 Mar 2016 02:22:00 EDT in Business/Marketing, Indie
I came to GDC for two distinct reasons and went home not just accomplishing my goals, but utterly crushing them with even more than I bargained for. Most of all, I left with the realization I am living the dream after all.


Posted by Rachel Presser on Wed, 24 Feb 2016 06:45:00 EST in Business/Marketing, Indie
The Research & Development (R&D) Credit is often cited as a massive boon to game developers, but not without some pitfalls. A licensed tax advisor turned indie developer delves into why an indie developer would or wouldn't benefit from this credit.


Posted by Rachel Presser on Tue, 26 Jan 2016 01:34:00 EST in Audio, Production, Indie
Game audio is often overlooked despite the huge role it plays in user experience and the game's atmosphere. Numerous game audio pros were asked for their input on why this phenomenon persists, this producer weighs in on how to solve the problem.


Posted by Rachel Presser on Tue, 19 Jan 2016 01:02:00 EST in Design, Indie
I finally got around to playing Avernum 5 and it's the most unforgiving game I ever played. I HAD to cheat to win. It made me think about the morality of cheating both in video games and in life. If you CAN'T get ahead otherwise, did you actually cheat?


Posted by Rachel Presser on Tue, 22 Dec 2015 02:00:00 EST in Business/Marketing, Indie
Indie developers need their taxes done like anyone else. But here lies two issues: being able to afford it, and the professional understanding the needs and business environment of the average indie dev.


Posted by Rachel Presser on Wed, 22 Jul 2015 12:52:00 EDT in Design, Production, Indie
It's a common paradox: you make games for a living to some extent, but never have time to actually play anymore. But we need to make time, and here's why (and what I accomplished by doing so.)


[Previous Rachel Presser Blogs]