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Aaron SanFilippo's Blog   Expert Blogs

Aaron spent 7 years at Raven software in Middleton, WI, working on such titles as Singularity, Marvel:Ultimate Alliance, and Call of Duty: Modern Warfare 3.

In April of 2012, he left the AAA scene to join his brother, Forest San Filippo in founding Flippfly, where they're creating games for PC and mobile. You can follow him on Twitter here.

Expert Blogs

Going Indie: 5 lessons I learned from AAA  Featured Blogs
Posted by Aaron SanFilippo on Fri, 15 Jun 2012 03:49:00 EDT in Business/Marketing, Production, Indie
After 7 years in AAA, I reflect on lessons learned, and discuss how I believe this experience will help in my new life as an indie developer in a two-man studio.
Read More... | 8 Comments

   

Aaron SanFilippo's Comments

Comment In: Disney buys LucasArts in surprise $4 billion deal [News - 11/08/2012 - 04:16]

Erm, Source link ...

Erm, Source link

Comment In: Promising Kickstarter game runs out of money, programmers, steam [News - 11/08/2012 - 11:00]

Zachary, would you mind submitting ...

Zachary, would you mind submitting that Just a link to the crowdfunding page and the game 's homepage would be awesome.

Comment In: 8-Bit Funding pledge site closes after failing to compete with Kickstarter [News - 11/08/2012 - 10:49]

Looks really interesting ...

Looks really interesting

Comment In: Steam Greenlight voters still favor horror, hype [News - 11/08/2012 - 04:03]

Interesting observation I do wonder ...

Interesting observation I do wonder how exactly these votes are being driven. Maybe they 're just better at reaching out through other means

Comment In: When does effective free-to-play design become an ethical matter? [News - 11/08/2012 - 04:00]

This was our dilemma too. ...

This was our dilemma too. Then we realized that mobile doesn 't have to be the only place to go. On PC, people are willing to pay for quality games.

Comment In: Who Needs Kickstarter? Prison Architect devs want total control [News - 11/08/2012 - 12:01]

I think if you 're ...

I think if you 're sending an early-release version of the game, it 's not technically a preorder. We ran into a similar issue with FastSpring, and solved it by including an in-development release so there was a tangible transaction happening.

[More Aaron SanFilippo Comments]   

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