1. | Software is in Decline - Jonathan Blow | 3,440 | |
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2. | Current Software Engineers have no Deep Knowledge (Jonathan Blow) | 3,764 | |
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3. | Programmers Aren't Productive Anymore - Jonathan Blow | 1,746 | |
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4. | Modern Languages Don't Help Solve Hard Problems (Jonathan Blow) | 989 | |
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5. | No New Programmers for New Game Engines - Jonathan Blow | 645 | |
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6. | Writing Everything from Scratch - Jonathan Blow | 420 | |
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7. | Will Software Stop Getting Slower? - Jonathan Blow | 351 | |
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8. | The Status Quo of Overly Complex Systems - Jonathan Blow | 328 | |
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9. | Software Complexity to Make Anything - Jonathan Blow | 302 | |
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10. | One of The Joys of Programming - Jonathan Blow | 351 | |
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11. | Being a Programmer in the 90s VS Now - Jonathan Blow | 254 | |
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12. | How Video Game Programming Differs From Other Programming Cultures - Jonathan Blow | 244 | |
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13. | Being A Better Game Developer - Jonathan Blow | 240 | |
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14. | Abstraction Layers in Programming - Jonathan Blow | 232 | |
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15. | Web Jobs Shrinkage and Layoffs - Jonathan Blow | 228 | |
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16. | Technology Automatically Degrades - Jonathan Blow | 184 | |
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17. | Jonathan Blow $100k in debt on his first game company | 193 | |
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18. | Jonathan Blow on Having Success in Game Development | 162 | |
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19. | Thoughts on Kanban, Scrum, etc - Jonathan Blow | 537 | |
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20. | Jonathan Blow on Porting Doom and Crunch | 173 | |
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21. | Structuring a Game Development Team - Jonathan Blow | 135 | |
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22. | Big Companies and Game Engines - Jonathan Blow | 132 | |
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23. | Programmers aren't Equally Good and that's okay - Jonathan Blow | 247 | |
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24. | How To Stop Procrastinating - Jonathan Blow | 188 | |
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25. | Jonathan Blow: Programmers aren't Equally Good #jonathanblow #interview #programming | 606 | |
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26. | Best Advice If You Want To Make Games - Edmund McMillen | 108 | |
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27. | Creating something Better than what's out there (Jonathan Blow) | 161 | |
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28. | Fun Side Projects - Jonathan Blow | 104 | |
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29. | Paying for the Privilege of Making Games - Jonathan Blow | 126 | |
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30. | Jonathan Blow on Why He Dropped out of University | 197 | |
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31. | Jonathan Blow Gives Advice To His Younger Self | 85 | |
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32. | What an Isaac 2 Would Look Like - Edmund McMillen | 84 | |
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33. | Photoshop Takes Forever to Install - Jonathan Blow | 84 | |
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34. | Can Programmers ACTUALLY Make Software Better? - Jonathan Blow | 82 | |
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35. | The Productivity of Programmers and Tech Companies - Jonathan Blow | 77 | |
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36. | Building Things of Value as a Programmer - John Carmack | 72 | |
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37. | UX Now and Then - Jonathan Blow | 71 | |
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38. | Working from Home at Thekla - Jonathan Blow | 70 | |
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39. | Enjoyment in Games - Jonathan Blow | 67 | |
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40. | Simplification of Technology - Jonathan Blow | 62 | Vlog |
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41. | Could The Witness be Finished Faster? - Jonathan Blow | 62 | |
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42. | Is RTS Dead? - Jonathan Blow | 164 | |
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43. | Architecture in The Witness - Jonathan Blow | 60 | |
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44. | Gripe with Web Frameworks - Jonathan Blow | 59 | |
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45. | JAI and the Data-Oriented Approach - Jonathan Blow | 161 | |
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46. | Where To Get Inspiration From - Jonathan Blow #shorts | 56 | |
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47. | Why Make a New Programming Language? - Jonathan Blow | 55 | |
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48. | Games haven't been more Ambitious in the last 10 years (Jonathan Blow) | 67 | |
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49. | Jonathan Blow on working with thatgamecompany | 75 | |
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50. | Software Standards from overseas, Outsourcing and Contracting - Jonathan Blow | 52 | |
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51. | VR is NOT Immersive - Jonathan Blow | 52 | |
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52. | Exercise Helps with Problem Solving - Jonathan Blow | 50 | Let's Play |
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53. | People Don't Enjoy Games as Much Anymore - Edmund McMillen | 50 | |
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54. | Gather Experience with Small Projects - Edmund McMillen | 50 | |
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55. | Excitement in Making Games - Jonathan Blow | 49 | |
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56. | Psychologically Manipulating People with "Algorithms" - Jonathan Blow | 49 | |
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57. | Creative Process and Game Design Elements - Jonathan Blow | 47 | |
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58. | Are Games a Force for Good in the World? - Jonathan Blow | 45 | |
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59. | Self-Criticism and Design Decisions - Jonathan Blow | 42 | |
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60. | Ways to Make a Successful Game - Edmund McMillen | 42 | |
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61. | Hades Early Access Model and Playtesting - Jonathan Blow | 93 | |
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62. | Understanding your Own Game - Jonathan Blow | 41 | |
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63. | Work-Life Balance - John Carmack | 41 | |
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64. | Identifying Ideas with Potential - Edmund McMillen | 41 | |
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65. | The Origin of 'Does It Run Doom?' - John Romero | 40 | |
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66. | Prototyping Games - Jonathan Blow | 40 | |
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67. | Recent Games Are Full Of Bugs - Jonathan Blow | 78 | |
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68. | Jonathan Blow on Why He is Creating JAI | 213 | |
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69. | Braid Copycats - Jonathan Blow | 38 | |
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70. | The Origin of Game Engines - John Romero | 34 | |
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71. | Sustaining your Excitement in GameDev (Jonathan Blow) | 49 | |
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72. | Making Games While Having A Family - Edmund McMillen | 33 | |
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73. | Writing Everything from Scratch - Jonathan Blow #shorts | 32 | |
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74. | Double Down on Something - Edmund McMillen | 32 | |
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75. | Judging Art as a Game Designer - Jonathan Blow | 38 | |
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76. | Morning Rituals - Jonathan Blow | 30 | |
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77. | Risky Ideas and Future of Indie Games - Edmund McMillen | 30 | |
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78. | Societal Stagnation - Jonathan Blow | 72 | |
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79. | Where To Get Inspiration From - Jonathan Blow | 29 | |
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80. | Making People Care About Your Game - Edmund McMillen | 28 | |
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81. | Measuring Software's Progress Over the Years (Jonathan Blow) | 36 | |
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82. | Making Small Games to Grow as a Designer - Edmund McMillen | 26 | |
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83. | A.I. Role in Game Design and Artistic Expression - Jonathan Blow | 25 | |
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84. | Inspiration for Death's Door - Mark Foster | 24 | | Tunic
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85. | Working with Publishers - Edmund McMillen | 22 | |
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86. | Transition to Full-Time Game Development (Dome Keeper Dev) | 22 | |
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87. | OpenAI in Video Games - Jonathan Blow | 21 | |
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88. | Burning Bridges in the Game Industry - Edmund McMillen | 21 | |
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89. | Nintendo DENIED this Cool Tech for Super Mario Bros! - John Romero | 21 | | Super Mario Bros.
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90. | Are Devlogs Good for Marketing our Game? - Jonas Tyroller and Thomas Brush | 19 | Vlog |
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91. | Staying motivated while making games - Thomas Brush | 19 | |
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92. | When a Game Might Upset the Wrong People - Edmund McMillen | 19 | | The Binding of Isaac: Rebirth
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93. | Designing Board Games VS Digital Games - Edmund McMillen | 18 | |
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94. | Performance in Games - Jonathan Blow | 17 | |
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95. | Working on Spelunky 2 with BlitWorks - Derek Yu | 17 | | Spelunky 2
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96. | Tools Shape Our Way of Thinking - Jonathan Blow | 16 | |
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97. | Tools Shape Our Way of Thinking - Jonathan Blow #shorts | 16 | |
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98. | Meditation - Jonathan Blow | 15 | |
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99. | Solo Dev VS Team Dev - Jonas Tyroller and Thomas Brush | 13 | |
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100. | Having Fun Making Games - Edmund McMillen | 13 | |
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