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November 17, 2019
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Ryan Sumo's Comments

Comment In: [Blog - 06/29/2016 - 09:57]

As an indie dev honestly ...

As an indie dev honestly I would say the best advice is to get on woovit or keymailer because that saves us a load of time. Anecdotally I know a lot of devs that routinely ignore email because they 've been scammed so much. I tend to follow them these ...

Comment In: [Blog - 07/05/2019 - 11:06]

Hi Andy, you 're probably ...

Hi Andy, you 're probably right The point is that it IS an easy comparison to make, and I 've heard some other devs saying oh if you don 't get x views on your trailer don 't bother. I wanted to test that theory and share the results.

Comment In: [Blog - 12/10/2017 - 07:01]

While we did make an ...

While we did make an assumption that Academia 's likeness to Prison Architect would be something that works in its favor, I think it 's only in hindsight that one can make the assumption that it was going to be a surefire success. We certainly weren 't sure it would ...

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.

Comment In: [News - 10/28/2016 - 01:38]

This is great stuff. I ...

This is great stuff. I love learning about the game development communities around the world that don 't get much attention. Look forward to more

[More Ryan Sumo Comments]