1. | A.I. Role in Game Design and Artistic Expression - Jonathan Blow | 15:06 | |
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2. | How Video Game Programming Differs From Other Programming Cultures - Jonathan Blow | 12:16 | |
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3. | The Productivity of Programmers and Tech Companies - Jonathan Blow | 10:57 | |
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4. | Being A Better Game Developer - Jonathan Blow | 10:21 | |
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5. | Software is in Decline - Jonathan Blow | 10:08 | |
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6. | Creative Process and Game Design Elements - Jonathan Blow | 9:38 | |
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7. | Building Things of Value as a Programmer - John Carmack | 9:30 | |
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8. | Programmers Aren't Productive Anymore - Jonathan Blow | 9:29 | |
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9. | Making Games While Having A Family - Edmund McMillen | 9:16 | |
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10. | Technology Automatically Degrades - Jonathan Blow | 8:58 | |
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11. | Designing Board Games VS Digital Games - Edmund McMillen | 8:36 | |
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12. | Being a Programmer in the 90s VS Now - Jonathan Blow | 8:31 | |
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13. | Will Software Stop Getting Slower? - Jonathan Blow | 8:22 | |
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14. | The Business of Creating Content - Thomas Brush | 8:19 | Guide |
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15. | What Type of Youtube Content to Create - Thomas Brush | 8:16 | Guide |
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16. | Wearing Many Hats as a Solo Developer - Jonas Tyroller and Thomas Brush | 8:11 | |
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17. | Should You Try YouTube as a GameDev? - Thomas Brush | 7:43 | Guide |
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18. | Meditation - Jonathan Blow | 7:12 | |
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19. | Web Jobs Shrinkage and Layoffs - Jonathan Blow | 7:00 | |
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20. | What an Isaac 2 Would Look Like - Edmund McMillen | 6:52 | |
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21. | Determining the Price of Your Game - Simon Carless and David Wehle | 6:51 | |
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22. | Modern Languages Don't Help Solve Hard Problems (Jonathan Blow) | 6:44 | |
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23. | Microsoft Thought Super Meat Boy Would FLOP - Edmund McMillen | 6:34 | |
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24. | Jonathan Blow on Porting Doom and Crunch | 6:22 | |
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25. | Gather Experience with Small Projects - Edmund McMillen | 6:10 | |
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26. | When a Game Might Upset the Wrong People - Edmund McMillen | 6:09 | | The Binding of Isaac: Rebirth
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27. | VR is NOT Immersive - Jonathan Blow | 6:04 | |
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28. | Psychologically Manipulating People with "Algorithms" - Jonathan Blow | 6:03 | |
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29. | Death's Door is connected with...? - Mark Foster and David Fenn | 6:00 | | Death's Door
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30. | Finding a Unique Style for Your Games - Thomas Stewart | 6:00 | |
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31. | Creating Content for Different Audiences - Thomas Brush | 5:52 | |
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32. | Benefits of Releasing a Free Demo - Thomas Brush | 5:52 | |
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33. | Software Complexity to Make Anything - Jonathan Blow | 5:51 | |
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34. | Judging Art as a Game Designer - Jonathan Blow | 5:51 | |
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35. | The Status Quo of Overly Complex Systems - Jonathan Blow | 5:48 | |
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36. | Ways to Make a Successful Game - Edmund McMillen | 5:47 | |
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37. | Abstraction Layers in Programming - Jonathan Blow | 5:36 | |
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38. | Are Games a Force for Good in the World? - Jonathan Blow | 5:26 | |
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39. | How Spelunky 2 Started - Derek Yu | 5:26 | | Spelunky 2
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40. | Software Standards from overseas, Outsourcing and Contracting - Jonathan Blow | 5:25 | |
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41. | Jonathan Blow on Why He Dropped out of University | 5:21 | |
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42. | Reaching Your Game's Target Market - Simon Carless and David Wehle | 5:20 | |
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43. | Optimizing for Creativity in a Small Team - Jonathan Blow | 5:19 | |
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44. | Jonathan Blow $100k in debt on his first game company | 5:09 | |
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45. | Are Devlogs Good for Marketing our Game? - Jonas Tyroller and Thomas Brush | 5:07 | Vlog |
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46. | Enemy Design in Dome Keeper | 4:58 | | 12 is Better Than 6
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47. | Identifying Ideas with Potential - Edmund McMillen | 4:56 | |
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48. | Finishing The Binding of Isaac - Edmund McMillen | 4:45 | | The Binding of Isaac: Rebirth
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49. | Structuring a Game Development Team - Jonathan Blow | 4:44 | |
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50. | Making People Care About Your Game - Edmund McMillen | 4:44 | |
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51. | Double Down on Something - Edmund McMillen | 4:44 | |
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52. | Art, Sound and Design of Dome Keeper - René | 4:39 | | Dome Keeper
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53. | Marketing vs Development Time - Simon Carless and David Wehle | 4:38 | |
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54. | Working with Publishers - Edmund McMillen | 4:36 | |
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55. | Hades Early Access Model and Playtesting - Jonathan Blow | 4:33 | |
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56. | Current Software Engineers have no Deep Knowledge (Jonathan Blow) | 4:33 | |
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57. | Having Fun Making Games - Edmund McMillen | 4:32 | |
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58. | Understanding your Own Game - Jonathan Blow | 4:31 | |
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59. | Working on Spelunky 2 with BlitWorks - Derek Yu | 4:14 | | Spelunky 2
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60. | Is RTS Dead? - Jonathan Blow | 4:12 | |
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61. | 1st THING to Focus On for Marketing your INDIE GAME - Simon Carless and David Wehle | 4:12 | |
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62. | Risky Ideas and Future of Indie Games - Edmund McMillen | 4:10 | |
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63. | Community Building for your Indie Game - Simon Carless and David Wehle | 4:10 | |
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64. | Enjoyment in Games - Jonathan Blow | 4:05 | |
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65. | The Idea of Cult of The Lamb - Jay Armstrong | 4:04 | |
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66. | Selling your IP Rights - Thomas Brush | 3:59 | |
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67. | Combat Design in Death's Door - Mark Foster and David Fenn | 3:59 | | Death's Door
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68. | Best Advice If You Want To Make Games - Edmund McMillen | 3:58 | |
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69. | Societal Stagnation - Jonathan Blow | 3:55 | |
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70. | Creating The Epic Journey - Sid Meier | 3:54 | |
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71. | No New Programmers for New Game Engines - Jonathan Blow | 3:52 | |
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72. | The Marketability of a Game - Jonas Tyroller and Thomas Brush | 3:51 | |
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73. | Jonathan Blow on Having Success in Game Development | 3:44 | |
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74. | How To Balance Youtube and GameDev - Thomas Brush | 3:33 | Guide |
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75. | Thoughts on Kanban, Scrum, etc - Jonathan Blow | 3:33 | |
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76. | Solo Dev VS Team Dev - Jonas Tyroller and Thomas Brush | 3:32 | |
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77. | Transition to Full-Time Game Development (Dome Keeper Dev) | 3:31 | |
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78. | How the idea for Choo-Choo Charles came to be - Two Star Games | 3:30 | | Choo-Choo Charles
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79. | Releasing a Game in Steam vs Consoles - Thomas Stewart | 3:29 | |
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80. | Making a Game Like a Director - Thomas Brush | 3:26 | |
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81. | Exercise Helps with Problem Solving - Jonathan Blow | 3:26 | Let's Play |
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82. | Jonathan Blow on Why He is Creating JAI | 3:22 | |
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83. | Getting Scared of Your Own Game - Gavin Eisenbeisz | 3:16 | | Choo-Choo Charles
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84. | Simplification of Technology - Jonathan Blow | 3:08 | Vlog |
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85. | Making GameDev Tutorials - Samyam | 3:06 | Tutorial |
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86. | People Don't Enjoy Games as Much Anymore - Edmund McMillen | 3:04 | |
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87. | Big Companies and Game Engines - Jonathan Blow | 3:01 | |
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88. | Fun Side Projects - Jonathan Blow | 3:00 | |
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89. | Programmers aren't Equally Good and that's okay - Jonathan Blow | 2:58 | |
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90. | Posting on Multiple Social Media - Thomas Brush | 2:58 | Guide |
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91. | Creating something Better than what's out there (Jonathan Blow) | 2:57 | |
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92. | Self-Criticism and Design Decisions - Jonathan Blow | 2:56 | |
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93. | Four Souls as a Digital Game - Edmund McMillen | 2:55 | | The Binding of Isaac: Rebirth
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94. | JAI and the Data-Oriented Approach - Jonathan Blow | 2:53 | |
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95. | Architecture in The Witness - Jonathan Blow | 2:51 | |
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96. | Photoshop Takes Forever to Install - Jonathan Blow | 2:49 | |
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97. | Working from Home at Thekla - Jonathan Blow | 2:48 | |
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98. | Could The Witness be Finished Faster? - Jonathan Blow | 2:47 | |
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99. | UX Now and Then - Jonathan Blow | 2:46 | |
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100. | Can Kickstarter Hurt the Launch Algorithm? - Simon Carless and David Wehle | 2:45 | |
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