1. | Can Kickstarter Hurt the Launch Algorithm? - Simon Carless and David Wehle | 0 | |
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2. | Determining the Price of Your Game - Simon Carless and David Wehle | 0 | |
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3. | Optimizing for Creativity in a Small Team - Jonathan Blow | 0 | |
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4. | 1st THING to Focus On for Marketing your INDIE GAME - Simon Carless and David Wehle | 1 | |
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5. | What is an Indie Game Studio? - Thomas Brush | 1 | |
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6. | The Importance of Project Organization - Thomas Brush | 1 | |
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7. | Community Building for your Indie Game - Simon Carless and David Wehle | 1 | |
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8. | How Much Money to Start an Indie Game Studio? - Thomas Brush | 2 | |
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9. | The Business of Creating Content - Thomas Brush | 5 | Guide |
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10. | Wearing Many Hats as a Solo Developer - Jonas Tyroller and Thomas Brush | 2 | |
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11. | What Type of Youtube Content to Create - Thomas Brush | 2 | Guide |
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12. | Selling your IP Rights - Thomas Brush | 2 | |
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13. | How Spelunky 2 Started - Derek Yu | 2 | | Spelunky 2
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14. | Building a Following on Twitter - Thomas Brush | 2 | |
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15. | Why Youtube is MORE Valuable to GameDevs - Thomas Brush | 4 | |
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16. | Reaching Your Game's Target Market - Simon Carless and David Wehle | 3 | |
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17. | Naming Your Indie Game - Simon Carless and David Wehle | 3 | |
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18. | Creating The Epic Journey - Sid Meier | 3 | |
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19. | Enemy Design in Dome Keeper | 4 | | 12 is Better Than 6
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20. | Benefits of Releasing a Free Demo - Thomas Brush | 4 | |
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21. | Similarities in the Spelunky Sequel - Derek Yu | 4 | | Spelunky 2
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22. | Getting Scared of Your Own Game - Gavin Eisenbeisz | 4 | | Choo-Choo Charles
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23. | Marketing vs Development Time - Simon Carless and David Wehle | 4 | |
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24. | Death's Door is connected with...? - Mark Foster and David Fenn | 4 | | Death's Door
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25. | How To Balance Youtube and GameDev - Thomas Brush | 4 | Guide |
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26. | How the idea for Choo-Choo Charles came to be - Two Star Games | 9 | | Choo-Choo Charles
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27. | Posting on Multiple Social Media - Thomas Brush | 5 | Guide |
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28. | Combat Design in Death's Door - Mark Foster and David Fenn | 5 | | Death's Door
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29. | Finding a Unique Style for Your Games - Thomas Stewart | 10 | |
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30. | You shouldn't make a game for yourself - Thomas Brush and Two Star Games | 12 | | Choo-Choo Charles
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31. | How Social Media Helped Isaac's Success - Edmund McMillen | 5 | |
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32. | Overlap Between Making Videos and Games - Jonas Tyroller and Thomas Brush #Shorts | 5 | |
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33. | Giving Players a Sense of Direction - Gavin Eisenbeisz | 5 | | Choo-Choo Charles
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34. | Making GameDev Tutorials - Samyam | 6 | Tutorial |
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35. | The Process of Learning as a Beginner - Samyam #Shorts | 6 | Tutorial |
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36. | Creating Content for Different Audiences - Thomas Brush | 6 | |
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37. | The Marketability of a Game - Jonas Tyroller and Thomas Brush | 7 | |
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38. | Art, Sound and Design of Dome Keeper - René | 7 | | Dome Keeper
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39. | Microsoft Thought Super Meat Boy Would FLOP - Edmund McMillen | 8 | |
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40. | How to Market Your Game Without Strong Visuals - Simon Carless and David Wehle | 8 | Guide |
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41. | How to Market Your Game Without Strong Visuals - Simon Carless and David Wehle #Shorts | 8 | |
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42. | When To Start Posting About Your Game - Simon Carless and David Wehle | 8 | |
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43. | Releasing a Game in Steam vs Consoles - Thomas Stewart | 16 | |
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44. | Do you need a Degree to be a GameDev? - Samyam | 9 | Tutorial |
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45. | Naming Your Indie Game - Simon Carless and David Wehle #Shorts | 9 | |
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46. | Making a Game Like a Director - Thomas Brush | 10 | |
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47. | What is the Best Engine to Use? - Samyam | 10 | Tutorial |
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48. | The Process of Learning as a Beginner - Samyam | 10 | Tutorial |
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49. | Finishing The Binding of Isaac - Edmund McMillen | 10 | | The Binding of Isaac: Rebirth
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50. | Do you need a Degree to be a GameDev? - Samyam #shorts | 11 | Tutorial |
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51. | Building a Following on Twitter - Thomas Brush #shorts | 11 | |
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52. | Do I have ADHD? - Thomas Brush | 11 | |
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53. | Should You Try YouTube as a GameDev? - Thomas Brush | 12 | Guide |
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54. | The Idea of Cult of The Lamb - Jay Armstrong | 12 | |
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55. | Marketing Your Game with Catchy Videos On Tiktok - Simon Carless and David Wehle | 13 | |
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56. | Solo Dev VS Team Dev - Jonas Tyroller and Thomas Brush | 13 | |
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57. | Having Fun Making Games - Edmund McMillen | 13 | |
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58. | Four Souls as a Digital Game - Edmund McMillen | 13 | | The Binding of Isaac: Rebirth
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59. | Meditation - Jonathan Blow | 15 | |
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60. | Tools Shape Our Way of Thinking - Jonathan Blow | 16 | |
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61. | Tools Shape Our Way of Thinking - Jonathan Blow #shorts | 16 | |
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62. | Performance in Games - Jonathan Blow | 17 | |
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63. | Working on Spelunky 2 with BlitWorks - Derek Yu | 17 | | Spelunky 2
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64. | Designing Board Games VS Digital Games - Edmund McMillen | 18 | |
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65. | Staying motivated while making games - Thomas Brush | 19 | |
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66. | When a Game Might Upset the Wrong People - Edmund McMillen | 19 | | The Binding of Isaac: Rebirth
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67. | Are Devlogs Good for Marketing our Game? - Jonas Tyroller and Thomas Brush | 19 | Vlog |
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68. | Burning Bridges in the Game Industry - Edmund McMillen | 21 | |
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69. | OpenAI in Video Games - Jonathan Blow | 21 | |
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70. | Nintendo DENIED this Cool Tech for Super Mario Bros! - John Romero | 21 | | Super Mario Bros.
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71. | Working with Publishers - Edmund McMillen | 22 | |
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72. | Transition to Full-Time Game Development (Dome Keeper Dev) | 22 | |
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73. | Inspiration for Death's Door - Mark Foster | 24 | | Tunic
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74. | A.I. Role in Game Design and Artistic Expression - Jonathan Blow | 25 | |
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75. | Making Small Games to Grow as a Designer - Edmund McMillen | 26 | |
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76. | Measuring Software's Progress Over the Years (Jonathan Blow) | 36 | |
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77. | Making People Care About Your Game - Edmund McMillen | 28 | |
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78. | Where To Get Inspiration From - Jonathan Blow | 29 | |
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79. | Risky Ideas and Future of Indie Games - Edmund McMillen | 30 | |
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80. | Morning Rituals - Jonathan Blow | 30 | |
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81. | Societal Stagnation - Jonathan Blow | 72 | |
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82. | Writing Everything from Scratch - Jonathan Blow #shorts | 32 | |
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83. | Double Down on Something - Edmund McMillen | 32 | |
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84. | Judging Art as a Game Designer - Jonathan Blow | 38 | |
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85. | Making Games While Having A Family - Edmund McMillen | 33 | |
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86. | Sustaining your Excitement in GameDev (Jonathan Blow) | 49 | |
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87. | The Origin of Game Engines - John Romero | 34 | |
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88. | Braid Copycats - Jonathan Blow | 38 | |
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89. | Jonathan Blow on Why He is Creating JAI | 213 | |
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90. | Recent Games Are Full Of Bugs - Jonathan Blow | 78 | |
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91. | The Origin of 'Does It Run Doom?' - John Romero | 40 | |
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92. | Prototyping Games - Jonathan Blow | 40 | |
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93. | Identifying Ideas with Potential - Edmund McMillen | 41 | |
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94. | Work-Life Balance - John Carmack | 41 | |
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95. | Hades Early Access Model and Playtesting - Jonathan Blow | 93 | |
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96. | Understanding your Own Game - Jonathan Blow | 41 | |
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97. | Self-Criticism and Design Decisions - Jonathan Blow | 42 | |
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98. | Ways to Make a Successful Game - Edmund McMillen | 42 | |
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99. | Are Games a Force for Good in the World? - Jonathan Blow | 45 | |
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100. | Creative Process and Game Design Elements - Jonathan Blow | 47 | |
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