1. | Software is in Decline - Jonathan Blow | 697 | |
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2. | Current Software Engineers have no Deep Knowledge (Jonathan Blow) | 656 | |
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3. | Modern Languages Don't Help Solve Hard Problems (Jonathan Blow) | 374 | |
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4. | Programmers Aren't Productive Anymore - Jonathan Blow | 301 | |
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5. | No New Programmers for New Game Engines - Jonathan Blow | 143 | |
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6. | Writing Everything from Scratch - Jonathan Blow | 74 | |
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7. | Jonathan Blow on Why He is Creating JAI | 61 | |
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8. | Will Software Stop Getting Slower? - Jonathan Blow | 54 | |
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9. | Web Jobs Shrinkage and Layoffs - Jonathan Blow | 46 | |
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10. | Being a Programmer in the 90s VS Now - Jonathan Blow | 43 | |
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11. | How Video Game Programming Differs From Other Programming Cultures - Jonathan Blow | 41 | |
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12. | The Status Quo of Overly Complex Systems - Jonathan Blow | 35 | |
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13. | Software Complexity to Make Anything - Jonathan Blow | 33 | |
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14. | Could The Witness be Finished Faster? - Jonathan Blow | 30 | |
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15. | Being A Better Game Developer - Jonathan Blow | 26 | |
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16. | Abstraction Layers in Programming - Jonathan Blow | 21 | |
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17. | One of The Joys of Programming - Jonathan Blow | 20 | |
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18. | Programmers aren't Equally Good and that's okay - Jonathan Blow | 19 | |
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19. | Paying for the Privilege of Making Games - Jonathan Blow | 16 | |
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20. | Jonathan Blow on Porting Doom and Crunch | 15 | |
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21. | The Productivity of Programmers and Tech Companies - Jonathan Blow | 15 | |
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22. | Thoughts on Kanban, Scrum, etc - Jonathan Blow | 14 | |
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23. | Is RTS Dead? - Jonathan Blow | 12 | |
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24. | Games haven't been more Ambitious in the last 10 years (Jonathan Blow) | 11 | |
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25. | Jonathan Blow $100k in debt on his first game company | 10 | |
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26. | Are Games a Force for Good in the World? - Jonathan Blow | 9 | |
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27. | Photoshop Takes Forever to Install - Jonathan Blow | 9 | |
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28. | What an Isaac 2 Would Look Like - Edmund McMillen | 9 | |
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29. | Technology Automatically Degrades - Jonathan Blow | 9 | |
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30. | Jonathan Blow on Having Success in Game Development | 8 | |
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31. | People Don't Enjoy Games as Much Anymore - Edmund McMillen | 8 | |
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32. | Where To Get Inspiration From - Jonathan Blow | 8 | |
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33. | Psychologically Manipulating People with "Algorithms" - Jonathan Blow | 7 | |
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34. | Jonathan Blow: Programmers aren't Equally Good #jonathanblow #interview #programming | 7 | |
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35. | Big Companies and Game Engines - Jonathan Blow | 7 | |
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36. | Sustaining your Excitement in GameDev (Jonathan Blow) | 6 | |
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37. | Creating something Better than what's out there (Jonathan Blow) | 6 | |
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38. | Why Make a New Programming Language? - Jonathan Blow | 6 | |
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39. | Meditation - Jonathan Blow | 6 | |
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40. | Jonathan Blow on working with thatgamecompany | 6 | |
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41. | Can Programmers ACTUALLY Make Software Better? - Jonathan Blow | 5 | |
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42. | How To Stop Procrastinating - Jonathan Blow | 5 | |
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43. | Societal Stagnation - Jonathan Blow | 5 | |
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44. | Jonathan Blow on Why He Dropped out of University | 5 | |
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45. | Enjoyment in Games - Jonathan Blow | 5 | |
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46. | Jonathan Blow Gives Advice To His Younger Self | 5 | |
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47. | Risky Ideas and Future of Indie Games - Edmund McMillen | 4 | |
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48. | Working from Home at Thekla - Jonathan Blow | 4 | |
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49. | Four Souls as a Digital Game - Edmund McMillen | 4 | | The Binding of Isaac: Rebirth
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50. | Judging Art as a Game Designer - Jonathan Blow | 4 | |
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51. | Burning Bridges in the Game Industry - Edmund McMillen | 4 | |
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52. | OpenAI in Video Games - Jonathan Blow | 3 | |
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53. | Structuring a Game Development Team - Jonathan Blow | 3 | |
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54. | JAI and the Data-Oriented Approach - Jonathan Blow | 3 | |
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55. | Having Fun Making Games - Edmund McMillen | 3 | |
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56. | Gripe with Web Frameworks - Jonathan Blow | 3 | |
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57. | Exercise Helps with Problem Solving - Jonathan Blow | 3 | Let's Play |
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58. | Designing Board Games VS Digital Games - Edmund McMillen | 3 | |
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59. | Hades Early Access Model and Playtesting - Jonathan Blow | 3 | |
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60. | Making a Game Like a Director - Thomas Brush | 3 | |
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61. | Understanding your Own Game - Jonathan Blow | 3 | |
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62. | Software Standards from overseas, Outsourcing and Contracting - Jonathan Blow | 3 | |
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63. | Fun Side Projects - Jonathan Blow | 3 | |
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64. | Recent Games Are Full Of Bugs - Jonathan Blow | 2 | |
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65. | Best Advice If You Want To Make Games - Edmund McMillen | 2 | |
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66. | The Origin of Game Engines - John Romero | 2 | |
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67. | Gather Experience with Small Projects - Edmund McMillen | 2 | |
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68. | Identifying Ideas with Potential - Edmund McMillen | 2 | |
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69. | Creative Process and Game Design Elements - Jonathan Blow | 2 | |
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70. | VR is NOT Immersive - Jonathan Blow | 2 | |
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71. | Excitement in Making Games - Jonathan Blow | 2 | |
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72. | Measuring Software's Progress Over the Years (Jonathan Blow) | 2 | |
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73. | Similarities in the Spelunky Sequel - Derek Yu | 2 | | Spelunky 2
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74. | When a Game Might Upset the Wrong People - Edmund McMillen | 2 | | The Binding of Isaac: Rebirth
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75. | Writing Everything from Scratch - Jonathan Blow #shorts | 2 | |
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76. | Are Devlogs Good for Marketing our Game? - Jonas Tyroller and Thomas Brush | 2 | Vlog |
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77. | Braid Copycats - Jonathan Blow | 1 | |
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78. | Building Things of Value as a Programmer - John Carmack | 1 | |
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79. | UX Now and Then - Jonathan Blow | 1 | |
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80. | Naming Your Indie Game - Simon Carless and David Wehle | 1 | |
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81. | Prototyping Games - Jonathan Blow | 1 | |
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82. | Transition to Full-Time Game Development (Dome Keeper Dev) | 1 | |
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83. | Staying motivated while making games - Thomas Brush | 1 | |
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84. | Should You Try YouTube as a GameDev? - Thomas Brush | 1 | Guide |
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85. | Double Down on Something - Edmund McMillen | 1 | |
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86. | The Origin of 'Does It Run Doom?' - John Romero | 1 | |
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87. | Performance in Games - Jonathan Blow | 1 | |
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88. | Ways to Make a Successful Game - Edmund McMillen | 1 | |
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89. | The Process of Learning as a Beginner - Samyam | 1 | Tutorial |
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90. | Architecture in The Witness - Jonathan Blow | 1 | |
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91. | Solo Dev VS Team Dev - Jonas Tyroller and Thomas Brush | 1 | |
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92. | Work-Life Balance - John Carmack | 1 | |
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93. | Morning Rituals - Jonathan Blow | 1 | |
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94. | You shouldn't make a game for yourself - Thomas Brush and Two Star Games | 1 | | Choo-Choo Charles
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95. | What is the Best Engine to Use? - Samyam | 1 | Tutorial |
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96. | Selling your IP Rights - Thomas Brush | 1 | |
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97. | Creating Content for Different Audiences - Thomas Brush | 1 | |
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98. | Marketing vs Development Time - Simon Carless and David Wehle | 1 | |
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99. | Working on Spelunky 2 with BlitWorks - Derek Yu | 1 | | Spelunky 2
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100. | 1st THING to Focus On for Marketing your INDIE GAME - Simon Carless and David Wehle | 0 | |
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