| 1. | What If Super Meat Boy FAILED? | 13 | |
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| 2. | How Fast Should Visual Studio Load | 256 | |
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| 3. | John Romero: Start Small and Iterate | 31 | |
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| 4. | Global State | 121 | |
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| 5. | Tim Sweeney on Indie Developers | 77 | |
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| 6. | Tim Sweeney on how Nanite works in Unreal Engine 5 | 145 | |
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| 7. | Developing what you want or maximizing what works | 80 | |
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| 8. | Jonathan Blow on the Indie Scene not thriving right now | 197 | |
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| 9. | Selling your games on your own website (Jonathan Blow) | 127 | |
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| 10. | The Cost of Code Ownership: Maintenance (Casey Muratori) | 296 | |
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| 11. | Casey Muratori on Crappy OOP Models | 453 | |
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| 12. | Jonathan Blow on Pushing the Medium Forward | 261 | |
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| 13. | Did Jon Blow ever worked a Corporate Job? #funny | 146 | |
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| 14. | What AI models can't do right now | 69 | |
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| 15. | Casey Muratori on Coordinating Tasks | 186 | |
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| 16. | Why the Core loop is the most important part (John Romero) | 35 | |
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| 17. | Software is Way Less Performant Today | 6,541 | |
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| 18. | A game idea that is hard to pitch | 51 | |
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| 19. | The same game | 56 | |
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| 20. | Using AI for a Money-Fueled AAA project | 23 | |
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| 21. | Global state in programming | 115 | |
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| 22. | Gardener or Architect: The Debate Over Inventing vs. Iterating | 23 | |
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| 23. | How to know if your Game is the ONE | 21 | |
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| 24. | Productivity per programmer | 62 | |
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| 25. | Does Casey Muratori play games? #podcast #programming | 14 | |
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| 26. | The Declining Work Ethic in Game Development (Jonathan Blow) | 1,085 | |
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| 27. | Game Projects that are a Worthwhile Time Investment | 32 | |
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| 28. | Reduced Complexity for Better Games (Jonathan Blow) | 112 | |
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| 29. | Casey Muratori on Test Driven Development | 253 | |
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| 30. | What do Consumers Expect from Games | 92 | |
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| 31. | How Edmund McMillen got into Indie Game: The Movie | 17 | |
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| 32. | You should get people on your Steam Page | 25 | |
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| 33. | Game mechanics are the same these days | 32 | |
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| 34. | Commercial Viability of an Indie Game | 18 | |
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| 35. | Is it worth writing your own Game Engine? | 315 | |
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| 36. | Why Making a Small, Rough Game in a 'Popping' Genre is Essential Practice | 17 | |
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| 37. | Is the Grind necessary? Devs talk Crunch Culture and "Friend Slop" | 30 | |
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| 38. | Jonathan Blow on Calibrating for Productivity | 89 | |
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| 39. | Game Studios course correcting | 27 | |
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| 40. | Casey never played Minecraft | 18 | |
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| 41. | What Modern Programmers Should Know | 1,148 | |
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| 42. | Advice for new Game Developers | 74 | |
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| 43. | The Probability of Success for Indie Games | 20 | |
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| 44. | The Shifting Sands of Development and Success (Jonathan Blow) | 84 | |
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| 45. | Jonathan Blow on Designing Game Mechanics | 349 | |
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| 46. | Jonathan Blow on The Player Experience | 144 | |
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| 47. | Hiring Developers and Ramp-up Times (Jonathan Blow) | 224 | |
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| 48. | Stop Focusing on Big Hits | 19 | |
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| 49. | The First Indie Game Jam in 2002 (Jonathan Blow) | 123 | |
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| 50. | Handling Criticism as a Game Developer | 21 | |
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| 51. | Big Games Feels Less Personal Now | 59 | |
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| 52. | What Makes Games Entertainment and Not Work (Casey Muratori) | 112 | |
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| 53. | The "Enginefication" of Games | 890 | |
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| 54. | Scoping your Game (Jonathan Blow and Casey Muratori) | 714 | |
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| 55. | Are AAA Studios going to Course Correct | 74 | |
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| 56. | Having Confidence #edmundmcmillen #gamedev | 24 | |
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| 57. | Games are getting technically HARDER to make - Jonathan Blow | 378 | |
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| 58. | Allow your Game to "Find Itself" | 39 | |
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| 59. | It's Both EASY and HARD to Make Games Today | 71 | |
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| 60. | Casey Muratori on the future of HandmadeCon | 217 | |
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| 61. | The Uncertainty of Releasing a Game in 2025 | 63 | |
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| 62. | Providing Developers the Right Tools | 105 | |
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| 63. | The Usefulness of AI in Game Development | 93 | |
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| 64. | Rust won't solve your coding problems | 100 | |
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| 65. | #jonathanblow | 77 | |
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| 66. | TDD | 99 | |
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| 67. | Reaching your Own Audience (Indie Games) | 30 | |
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| 68. | Jonathan Blow on Deferred Rendering | 144 | |
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| 69. | Casey Muratori on Code Structure and Organization | 696 | |
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| 70. | Being Authentic in your Games | 23 | |
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| 71. | AAA games are for making money | 31 | |
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| 72. | #jonathanblow #programming #podcast #gamedevelopment | 30 | |
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| 73. | Jonathan Blow on Entity Component Systems | 599 | |
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| 74. | AI replacing Game Designers #jonathanblow #gamedev | 43 | |
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| 75. | A bit of Casey Muratori on the enginification of games | 81 | |
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| 76. | Why the Game Industry Stopped Taking Risks | 169 | |
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| 77. | Casey Muratori on working to libraries | 82 | |
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| 78. | Are Indie Games Outsmarting AAA? | 158 | |
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| 79. | Jonathan Blow on Launching his New Game | 139 | |
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| 80. | Viability of Linear Versus Dynamic Games (Edmund McMillen, Tyler Glaiel, Thomas Brush) | 15 | |
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| 81. | Is Open Source the Solution to Games or Software? | 125 | |
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| 82. | Jon talking about his sokoban style game a few years ago | 39 | |
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| 83. | Jonathan Blow on Global State in Programming | 563 | |
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| 84. | Jonathan Blow: JSON Validation and Custom File Formats | 543 | |
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| 85. | Standing Out in Game Development | 69 | |
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| 86. | Game Servers and Concurrent Players - Casey Muratori | 189 | |
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| 87. | Jonathan Blow on Code as Data | 141 | |
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| 88. | Why AI Can’t Fix Boring AAA Games | 133 | |
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| 89. | Jonathan Blow: High Budget Companies Stopped Taking Risks | 103 | |
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| 90. | Modern Metaprogramming for Game Development | 111 | |
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| 91. | The Current State of The Game Industry | 71 | |
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| 92. | Optimizing for Creativity in a Small Team - Jonathan Blow | 0 | |
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| 93. | Can Kickstarter Hurt the Launch Algorithm? - Simon Carless and David Wehle | 0 | |
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| 94. | Determining the Price of Your Game - Simon Carless and David Wehle | 0 | |
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| 95. | The Importance of Project Organization - Thomas Brush | 1 | |
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| 96. | Community Building for your Indie Game - Simon Carless and David Wehle | 1 | |
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| 97. | What is an Indie Game Studio? - Thomas Brush | 1 | |
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| 98. | 1st THING to Focus On for Marketing your INDIE GAME - Simon Carless and David Wehle | 1 | |
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| 99. | Wearing Many Hats as a Solo Developer - Jonas Tyroller and Thomas Brush | 2 | |
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| 100. | Selling your IP Rights - Thomas Brush | 2 | |
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