gamedev cuts

gamedev cuts

Views:
1,300,231
Subscribers:
9,600
Videos:
220
Duration:
10:22:57
Brazil
Brazil

gamedev cuts is a Brazilian YouTube content creator with at least 9.6 thousand subscribers. He published 220 videos which altogether total over 1.3 million views.

Created on ● Channel Link: https://www.youtube.com/channel/UCaDBTPivEGtJAHwnT-lnGiA





Top 100 Videos With The Longest Duration by gamedev cuts


Video TitleDurationCategoryGame
1.A.I. Role in Game Design and Artistic Expression - Jonathan Blow15:06
2.How Video Game Programming Differs From Other Programming Cultures - Jonathan Blow12:16
3.The Productivity of Programmers and Tech Companies - Jonathan Blow10:57
4.Being A Better Game Developer - Jonathan Blow10:21
5.Software is in Decline - Jonathan Blow10:08
6.Creative Process and Game Design Elements - Jonathan Blow9:38
7.Building Things of Value as a Programmer - John Carmack9:30
8.Programmers Aren't Productive Anymore - Jonathan Blow9:29
9.Making Games While Having A Family - Edmund McMillen9:16
10.Technology Automatically Degrades - Jonathan Blow8:58
11.Designing Board Games VS Digital Games - Edmund McMillen8:36
12.Being a Programmer in the 90s VS Now - Jonathan Blow8:31
13.Will Software Stop Getting Slower? - Jonathan Blow8:22
14.The Business of Creating Content - Thomas Brush8:19Guide
15.What Type of Youtube Content to Create - Thomas Brush8:16Guide
16.Wearing Many Hats as a Solo Developer - Jonas Tyroller and Thomas Brush8:11
17.Should You Try YouTube as a GameDev? - Thomas Brush7:43Guide
18.Meditation - Jonathan Blow7:12
19.Web Jobs Shrinkage and Layoffs - Jonathan Blow7:00
20.What an Isaac 2 Would Look Like - Edmund McMillen6:52
21.Determining the Price of Your Game - Simon Carless and David Wehle6:51
22.Modern Languages Don't Help Solve Hard Problems (Jonathan Blow)6:44
23.Microsoft Thought Super Meat Boy Would FLOP - Edmund McMillen6:34
24.Jonathan Blow on Porting Doom and Crunch6:22
25.Gather Experience with Small Projects - Edmund McMillen6:10
26.When a Game Might Upset the Wrong People - Edmund McMillen6:09The Binding of Isaac: Rebirth
27.VR is NOT Immersive - Jonathan Blow6:04
28.Psychologically Manipulating People with "Algorithms" - Jonathan Blow6:03
29.Death's Door is connected with...? - Mark Foster and David Fenn6:00Death's Door
30.Finding a Unique Style for Your Games - Thomas Stewart6:00
31.Creating Content for Different Audiences - Thomas Brush5:52
32.Benefits of Releasing a Free Demo - Thomas Brush5:52
33.Software Complexity to Make Anything - Jonathan Blow5:51
34.Judging Art as a Game Designer - Jonathan Blow5:51
35.The Status Quo of Overly Complex Systems - Jonathan Blow5:48
36.Ways to Make a Successful Game - Edmund McMillen5:47
37.Abstraction Layers in Programming - Jonathan Blow5:36
38.Are Games a Force for Good in the World? - Jonathan Blow5:26
39.How Spelunky 2 Started - Derek Yu5:26Spelunky 2
40.Software Standards from overseas, Outsourcing and Contracting - Jonathan Blow5:25
41.Jonathan Blow on Why He Dropped out of University5:21
42.Reaching Your Game's Target Market - Simon Carless and David Wehle5:20
43.Optimizing for Creativity in a Small Team - Jonathan Blow5:19
44.Jonathan Blow $100k in debt on his first game company5:09
45.Are Devlogs Good for Marketing our Game? - Jonas Tyroller and Thomas Brush5:07Vlog
46.Enemy Design in Dome Keeper4:5812 is Better Than 6
47.Identifying Ideas with Potential - Edmund McMillen4:56
48.Finishing The Binding of Isaac - Edmund McMillen4:45The Binding of Isaac: Rebirth
49.Structuring a Game Development Team - Jonathan Blow4:44
50.Making People Care About Your Game - Edmund McMillen4:44
51.Double Down on Something - Edmund McMillen4:44
52.Art, Sound and Design of Dome Keeper - René4:39Dome Keeper
53.Marketing vs Development Time - Simon Carless and David Wehle4:38
54.Working with Publishers - Edmund McMillen4:36
55.Hades Early Access Model and Playtesting - Jonathan Blow4:33
56.Current Software Engineers have no Deep Knowledge (Jonathan Blow)4:33
57.Having Fun Making Games - Edmund McMillen4:32
58.Understanding your Own Game - Jonathan Blow4:31
59.Working on Spelunky 2 with BlitWorks - Derek Yu4:14Spelunky 2
60.Is RTS Dead? - Jonathan Blow4:12
61.1st THING to Focus On for Marketing your INDIE GAME - Simon Carless and David Wehle4:12
62.Risky Ideas and Future of Indie Games - Edmund McMillen4:10
63.Community Building for your Indie Game - Simon Carless and David Wehle4:10
64.Enjoyment in Games - Jonathan Blow4:05
65.The Idea of Cult of The Lamb - Jay Armstrong4:04
66.Selling your IP Rights - Thomas Brush3:59
67.Combat Design in Death's Door - Mark Foster and David Fenn3:59Death's Door
68.Best Advice If You Want To Make Games - Edmund McMillen3:58
69.Societal Stagnation - Jonathan Blow3:55
70.Creating The Epic Journey - Sid Meier3:54
71.No New Programmers for New Game Engines - Jonathan Blow3:52
72.The Marketability of a Game - Jonas Tyroller and Thomas Brush3:51
73.Jonathan Blow on Having Success in Game Development3:44
74.How To Balance Youtube and GameDev - Thomas Brush3:33Guide
75.Thoughts on Kanban, Scrum, etc - Jonathan Blow3:33
76.Solo Dev VS Team Dev - Jonas Tyroller and Thomas Brush3:32
77.Transition to Full-Time Game Development (Dome Keeper Dev)3:31
78.How the idea for Choo-Choo Charles came to be - Two Star Games3:30Choo-Choo Charles
79.Releasing a Game in Steam vs Consoles - Thomas Stewart3:29
80.Making a Game Like a Director - Thomas Brush3:26
81.Exercise Helps with Problem Solving - Jonathan Blow3:26Let's Play
82.Jonathan Blow on Why He is Creating JAI3:22
83.Getting Scared of Your Own Game - Gavin Eisenbeisz3:16Choo-Choo Charles
84.Simplification of Technology - Jonathan Blow3:08Vlog
85.Making GameDev Tutorials - Samyam3:06Tutorial
86.People Don't Enjoy Games as Much Anymore - Edmund McMillen3:04
87.Big Companies and Game Engines - Jonathan Blow3:01
88.Fun Side Projects - Jonathan Blow3:00
89.Programmers aren't Equally Good and that's okay - Jonathan Blow2:58
90.Posting on Multiple Social Media - Thomas Brush2:58Guide
91.Creating something Better than what's out there (Jonathan Blow)2:57
92.Self-Criticism and Design Decisions - Jonathan Blow2:56
93.Four Souls as a Digital Game - Edmund McMillen2:55The Binding of Isaac: Rebirth
94.JAI and the Data-Oriented Approach - Jonathan Blow2:53
95.Architecture in The Witness - Jonathan Blow2:51
96.Photoshop Takes Forever to Install - Jonathan Blow2:49
97.Working from Home at Thekla - Jonathan Blow2:48
98.Could The Witness be Finished Faster? - Jonathan Blow2:47
99.UX Now and Then - Jonathan Blow2:46
100.Can Kickstarter Hurt the Launch Algorithm? - Simon Carless and David Wehle2:45