101. | Combat Design in Death's Door - Mark Foster and David Fenn | 0 | | Death's Door
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102. | How the idea for Choo-Choo Charles came to be - Two Star Games | 0 | | Choo-Choo Charles
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103. | The Idea of Cult of The Lamb - Jay Armstrong | 0 | |
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104. | Naming Your Indie Game - Simon Carless and David Wehle #Shorts | 0 | |
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105. | A.I. Role in Game Design and Artistic Expression - Jonathan Blow | 0 | |
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106. | How Much Money to Start an Indie Game Studio? - Thomas Brush | 0 | |
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107. | How to Market Your Game Without Strong Visuals - Simon Carless and David Wehle #Shorts | 0 | |
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108. | Tools Shape Our Way of Thinking - Jonathan Blow #shorts | 0 | |
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109. | Making Games While Having A Family - Edmund McMillen | 0 | |
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110. | The Process of Learning as a Beginner - Samyam #Shorts | 0 | Tutorial |
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111. | How to Market Your Game Without Strong Visuals - Simon Carless and David Wehle | 0 | Guide |
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112. | 1st THING to Focus On for Marketing your INDIE GAME - Simon Carless and David Wehle | 0 | |
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113. | Inspiration for Death's Door - Mark Foster | 0 | | Tunic
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114. | Tools Shape Our Way of Thinking - Jonathan Blow | 0 | |
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115. | Art, Sound and Design of Dome Keeper - RenΓ© | 0 | | Dome Keeper
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116. | Nintendo DENIED this Cool Tech for Super Mario Bros! - John Romero | 0 | | Super Mario Bros.
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117. | How Social Media Helped Isaac's Success - Edmund McMillen | 0 | |
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118. | Do you need a Degree to be a GameDev? - Samyam #shorts | 0 | Tutorial |
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119. | Enemy Design in Dome Keeper | 0 | | 12 is Better Than 6
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120. | The Marketability of a Game - Jonas Tyroller and Thomas Brush | 0 | |
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121. | Community Building for your Indie Game - Simon Carless and David Wehle | 0 | |
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122. | Getting Scared of Your Own Game - Gavin Eisenbeisz | 0 | | Choo-Choo Charles
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123. | When To Start Posting About Your Game - Simon Carless and David Wehle | 0 | |
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124. | The Importance of Project Organization - Thomas Brush | 0 | |
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125. | Releasing a Game in Steam vs Consoles - Thomas Stewart | 0 | |
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126. | Making GameDev Tutorials - Samyam | 0 | Tutorial |
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127. | Posting on Multiple Social Media - Thomas Brush | 0 | Guide |
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128. | Making People Care About Your Game - Edmund McMillen | 0 | |
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129. | Do I have ADHD? - Thomas Brush | 0 | |
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130. | The Business of Creating Content - Thomas Brush | 0 | Guide |
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131. | Death's Door is connected with...? - Mark Foster and David Fenn | 0 | | Death's Door
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132. | Microsoft Thought Super Meat Boy Would FLOP - Edmund McMillen | 0 | |
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133. | Giving Players a Sense of Direction - Gavin Eisenbeisz | 0 | | Choo-Choo Charles
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134. | Making Small Games to Grow as a Designer - Edmund McMillen | 0 | |
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135. | How To Balance Youtube and GameDev - Thomas Brush | 0 | Guide |
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136. | Overlap Between Making Videos and Games - Jonas Tyroller and Thomas Brush #Shorts | 0 | |
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137. | Reaching Your Game's Target Market - Simon Carless and David Wehle | 0 | |
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138. | Building a Following on Twitter - Thomas Brush | 0 | |
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139. | Finding a Unique Style for Your Games - Thomas Stewart | 0 | |
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140. | Do you need a Degree to be a GameDev? - Samyam | 0 | Tutorial |
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141. | How Spelunky 2 Started - Derek Yu | 0 | | Spelunky 2
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142. | Marketing Your Game with Catchy Videos On Tiktok - Simon Carless and David Wehle | 0 | |
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143. | Creating The Epic Journey - Sid Meier | 0 | |
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144. | Where To Get Inspiration From - Jonathan Blow #shorts | 0 | |
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145. | Wearing Many Hats as a Solo Developer - Jonas Tyroller and Thomas Brush | 0 | |
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146. | Building a Following on Twitter - Thomas Brush #shorts | 0 | |
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147. | What Type of Youtube Content to Create - Thomas Brush | 0 | Guide |
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148. | Determining the Price of Your Game - Simon Carless and David Wehle | 0 | |
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149. | Optimizing for Creativity in a Small Team - Jonathan Blow | 0 | |
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150. | Simplification of Technology - Jonathan Blow | 0 | Vlog |
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151. | What is an Indie Game Studio? - Thomas Brush | 0 | |
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152. | Benefits of Releasing a Free Demo - Thomas Brush | 0 | |
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153. | Working with Publishers - Edmund McMillen | 0 | |
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154. | Self-Criticism and Design Decisions - Jonathan Blow | 0 | |
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155. | Can Kickstarter Hurt the Launch Algorithm? - Simon Carless and David Wehle | 0 | |
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156. | Why Youtube is MORE Valuable to GameDevs - Thomas Brush | 0 | |
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157. | Rust won't solve your coding problems | 0 | |
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158. | Casey Muratori on Code Structure and Organization | 0 | |
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159. | Tim Sweeney on Indie Developers | 0 | |
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160. | Hiring Developers and Ramp-up Times (Jonathan Blow) | 0 | |
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161. | Game Projects that are a Worthwhile Time Investment | 0 | |
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162. | Being Authentic in your Games | 0 | |
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163. | Reaching your Own Audience (Indie Games) | 0 | |
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164. | #jonathanblow #programming #podcast #gamedevelopment | 0 | |
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165. | The "Enginefication" of Games | 0 | |
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166. | Big Games Feels Less Personal Now | 0 | |
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167. | You should get people on your Steam Page | 0 | |
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168. | Jonathan Blow on Entity Component Systems | 0 | |
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169. | Jonathan Blow on Pushing the Medium Forward | 0 | |
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170. | Scoping your Game (Jonathan Blow and Casey Muratori) | 0 | |
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171. | Are Indie Games Outsmarting AAA? | 0 | |
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172. | Jonathan Blow: High Budget Companies Stopped Taking Risks | 0 | |
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173. | Why the Game Industry Stopped Taking Risks | 0 | |
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174. | Jonathan Blow on Deferred Rendering | 0 | |
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175. | Games are getting technically HARDER to make - Jonathan Blow | 0 | |
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176. | Is Open Source the Solution to Games or Software? | 0 | |
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177. | The Current State of The Game Industry | 0 | |
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178. | Jonathan Blow on Launching his New Game | 0 | |
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179. | AAA games are for making money | 0 | |
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180. | Casey Muratori on Crappy OOP Models | 0 | |
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181. | Casey Muratori on Coordinating Tasks | 0 | |
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182. | Jonathan Blow on Global State in Programming | 0 | |
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183. | What If Super Meat Boy FAILED? | 0 | |
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184. | AI replacing Game Designers #jonathanblow #gamedev | 0 | |
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185. | Casey Muratori on Test Driven Development | 0 | |
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186. | Using AI for a Money-Fueled AAA project | 0 | |
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187. | Jonathan Blow on Designing Game Mechanics | 0 | |
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188. | Developing what you want or maximizing what works | 0 | |
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189. | Casey Muratori on working to libraries | 0 | |
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190. | Commercial Viability of an Indie Game | 0 | |
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191. | Allow your Game to "Find Itself" | 0 | |
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192. | Casey Muratori on the future of HandmadeCon | 0 | |
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193. | Why AI Canβt Fix Boring AAA Games | 0 | |
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194. | Jonathan Blow on The Player Experience | 0 | |
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195. | Game Studios course correcting | 0 | |
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196. | Are AAA Studios going to Course Correct | 0 | |
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197. | The Usefulness of AI in Game Development | 0 | |
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198. | Modern Metaprogramming for Game Development | 0 | |
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199. | Having Confidence #edmundmcmillen #gamedev | 0 | |
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200. | The Probability of Success for Indie Games | 0 | |
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