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Motion Twin

Company

4 documents in the library are about Motion Twin, from writers such as How To Market A Game, DiGRA and Jason Schreier. Each has a summary and key insights with the page they come from.

Documents
4
newest 23 Jun 2026

Connections

Each row is a game or company named alongside Motion Twin, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Motion Twin

Cover of 'Shareholder Greed' And How Publicly Traded Companies Actually Work
21 min
Jason Schreier21 min

'Shareholder Greed' And How Publicly Traded Companies Actually Work

Publicly traded companies in the video game industry operate under a structural mandate to prioritize growth and shareholder returns, a system often mischaracterized as mere corporate greed.

  • Publicly traded companies are legally bound by fiduciary duty to maximize profits for shareholders, which mandates a constant focus on growth and quarterly earnings performance rather than individual creative or product-based decision-making.
  • Privately owned studios like Larian (creators of Baldur's Gate 3) have a competitive advantage in risk-taking because they are not beholden to public market expectations, allowing them to pursue unconventional development cycles like multi-year early access.
  • The 'greedy' behavior often attributed to gaming executives is a systemic output of the public market structure, where institutional investors—including pension funds and retail 401k holders—demand consistent annual returns of 7% to 10% or higher.
Jason SchreierJun 2026
Cover of Fighting Against Return: A Taxonomy of Time Loops in Digital Games
Whitepaper3 pages

Fighting Against Return: A Taxonomy of Time Loops in Digital Games

This research outlines a foundational taxonomy for time loops in digital games, specifically focusing on instances where character rebirth occurs after a "game over" state.

  • The report proposes a taxonomy of time loop configurations in digital games, focused on how characters are reborn after a game over, and argues that loops are a foundational structure of play.
  • It links Juul's 'failure-improvement cycle' to narrative cases where the character forgets previous deaths while the player remembers, and introduces the term 'Meta-Loop' for loops that extend from mechanical repetition into narrative progression.
  • The author argues that the implementation of loops is inseparable from the navigable spaces players traverse.
DiGRAJun 2025
Article

The Best Slides I Saw at GDC 2019

A curated roundup of standout presentation slides from GDC 2019, this blog post distills practical marketing and business lessons for indie developers from the conference's discoverability-focused and business sessions.

  • Modern game sales have shifted from a launch-day peak model to a 'long burn' trajectory, where revenue growth in the second month can significantly outperform initial launch week figures compared to 2014 trends.
  • Developers should utilize lead magnets, such as offering free content in exchange for email addresses, to effectively build mailing lists and drive marketing spikes.
  • When pitching to platforms like Steam or Sony, developers must engage with two distinct internal departments: the Content team, which evaluates game quality, and the Promotion team, which handles store marketing.
How To Market A GameMar 2019
Article

Decorticating Dead Cells: A Business and Marketing Deep Dive

Steve Filby's GDC 2019 talk on Motion Twin's roguelike-metroidvania Dead Cells lays out the business and marketing approach behind the game's Early Access success, as captured in a set of attendee notes.

  • The development of Dead Cells cost approximately $800,000, with the team allocating $70,000 toward events and $50,000 for a trailer that primarily served to facilitate press coverage rather than drive direct sales.
  • Competitive analysis should involve playing all games within a genre and using tools like NoScope or Social Blade to track viewership trends and identify key features like modular design and late-game content.
  • Early Access strategy requires transparency regarding development timelines and a focus on building community rapport by explicitly highlighting how player feedback has influenced game updates.
How To Market A GameMar 2019