101. | Self-Criticism and Design Decisions - Jonathan Blow | 1,704 | |
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102. | Judging Art as a Game Designer - Jonathan Blow | 1,597 | |
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103. | AI replacing Game Designers #jonathanblow #gamedev | 1,589 | |
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104. | Work-Life Balance - John Carmack | 1,582 | |
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105. | The Uncertainty of Releasing a Game in 2025 | 1,561 | |
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106. | Are Games a Force for Good in the World? - Jonathan Blow | 1,516 | |
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107. | Best Advice If You Want To Make Games - Edmund McMillen | 1,476 | |
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108. | Creative Process and Game Design Elements - Jonathan Blow | 1,468 | |
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109. | People Don't Enjoy Games as Much Anymore - Edmund McMillen | 1,468 | |
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110. | Gripe with Web Frameworks - Jonathan Blow | 1,385 | |
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111. | Can Programmers ACTUALLY Make Software Better? - Jonathan Blow | 1,336 | |
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112. | Sustaining your Excitement in GameDev (Jonathan Blow) | 1,241 | |
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113. | VR is NOT Immersive - Jonathan Blow | 1,238 | |
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114. | Where To Get Inspiration From - Jonathan Blow #shorts | 1,216 | |
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115. | Measuring Software's Progress Over the Years (Jonathan Blow) | 1,205 | |
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116. | Meditation - Jonathan Blow | 1,204 | |
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117. | Where To Get Inspiration From - Jonathan Blow | 1,171 | |
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118. | Writing Everything from Scratch - Jonathan Blow #shorts | 1,170 | |
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119. | Big Games Feels Less Personal Now | 1,069 | |
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120. | What AI models can't do right now | 1,068 | |
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121. | A.I. Role in Game Design and Artistic Expression - Jonathan Blow | 992 | |
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122. | You should get people on your Steam Page | 991 | |
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123. | OpenAI in Video Games - Jonathan Blow | 955 | |
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124. | Making Games While Having A Family - Edmund McMillen | 801 | |
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125. | Does Casey Muratori play games? #podcast #programming | 772 | |
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126. | Ways to Make a Successful Game - Edmund McMillen | 770 | |
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127. | Gather Experience with Small Projects - Edmund McMillen | 767 | |
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128. | Morning Rituals - Jonathan Blow | 762 | |
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129. | Game Projects that are a Worthwhile Time Investment | 760 | |
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130. | Prototyping Games - Jonathan Blow | 745 | |
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131. | Using AI for a Money-Fueled AAA project | 722 | |
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132. | Identifying Ideas with Potential - Edmund McMillen | 690 | |
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133. | Nintendo DENIED this Cool Tech for Super Mario Bros! - John Romero | 687 | | Super Mario Bros.
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134. | Double Down on Something - Edmund McMillen | 659 | |
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135. | Burning Bridges in the Game Industry - Edmund McMillen | 633 | |
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136. | Having Confidence #edmundmcmillen #gamedev | 626 | |
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137. | Transition to Full-Time Game Development (Dome Keeper Dev) | 624 | |
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138. | Allow your Game to "Find Itself" | 614 | |
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139. | Solo Dev VS Team Dev - Jonas Tyroller and Thomas Brush | 585 | |
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140. | Performance in Games - Jonathan Blow | 565 | |
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141. | Tools Shape Our Way of Thinking - Jonathan Blow | 554 | |
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142. | The Origin of Game Engines - John Romero | 546 | |
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143. | Risky Ideas and Future of Indie Games - Edmund McMillen | 538 | |
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144. | #jonathanblow #programming #podcast #gamedevelopment | 527 | |
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145. | Working with Publishers - Edmund McMillen | 514 | |
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146. | Releasing a Game in Steam vs Consoles - Thomas Stewart | 497 | |
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147. | Being Authentic in your Games | 496 | |
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148. | Having Fun Making Games - Edmund McMillen | 487 | |
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149. | Designing Board Games VS Digital Games - Edmund McMillen | 485 | |
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150. | Inspiration for Death's Door - Mark Foster | 475 | | Tunic
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151. | Are Devlogs Good for Marketing our Game? - Jonas Tyroller and Thomas Brush | 473 | Vlog |
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152. | Four Souls as a Digital Game - Edmund McMillen | 461 | | The Binding of Isaac: Rebirth
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153. | When a Game Might Upset the Wrong People - Edmund McMillen | 460 | | The Binding of Isaac: Rebirth
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154. | Reaching your Own Audience (Indie Games) | 450 | |
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155. | Making People Care About Your Game - Edmund McMillen | 417 | |
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156. | The Probability of Success for Indie Games | 409 | |
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157. | What is the Best Engine to Use? - Samyam | 405 | Tutorial |
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158. | Handling Criticism as a Game Developer | 402 | |
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159. | You shouldn't make a game for yourself - Thomas Brush and Two Star Games | 400 | | Choo-Choo Charles
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160. | Commercial Viability of an Indie Game | 400 | |
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161. | Game Studios course correcting | 365 | |
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162. | Making Small Games to Grow as a Designer - Edmund McMillen | 359 | |
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163. | Giving Players a Sense of Direction - Gavin Eisenbeisz | 359 | | Choo-Choo Charles
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164. | Working on Spelunky 2 with BlitWorks - Derek Yu | 337 | | Spelunky 2
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165. | Finishing The Binding of Isaac - Edmund McMillen | 332 | | The Binding of Isaac: Rebirth
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166. | Microsoft Thought Super Meat Boy Would FLOP - Edmund McMillen | 318 | |
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167. | What If Super Meat Boy FAILED? | 315 | |
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168. | How to Market Your Game Without Strong Visuals - Simon Carless and David Wehle | 315 | Guide |
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169. | Building a Following on Twitter - Thomas Brush #shorts | 311 | |
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170. | Staying motivated while making games - Thomas Brush | 292 | |
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171. | Tools Shape Our Way of Thinking - Jonathan Blow #shorts | 291 | |
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172. | Should You Try YouTube as a GameDev? - Thomas Brush | 279 | Guide |
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173. | Marketing Your Game with Catchy Videos On Tiktok - Simon Carless and David Wehle | 273 | |
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174. | The Idea of Cult of The Lamb - Jay Armstrong | 269 | |
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175. | Finding a Unique Style for Your Games - Thomas Stewart | 266 | |
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176. | The Process of Learning as a Beginner - Samyam | 262 | Tutorial |
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177. | How the idea for Choo-Choo Charles came to be - Two Star Games | 260 | | Choo-Choo Charles
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178. | Getting Scared of Your Own Game - Gavin Eisenbeisz | 255 | | Choo-Choo Charles
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179. | Overlap Between Making Videos and Games - Jonas Tyroller and Thomas Brush #Shorts | 251 | |
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180. | How Edmund McMillen got into Indie Game: The Movie | 246 | |
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181. | How Social Media Helped Isaac's Success - Edmund McMillen | 245 | |
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182. | Making a Game Like a Director - Thomas Brush | 235 | |
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183. | Do you need a Degree to be a GameDev? - Samyam | 233 | Tutorial |
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184. | Making GameDev Tutorials - Samyam | 221 | Tutorial |
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185. | Do I have ADHD? - Thomas Brush | 220 | |
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186. | Creating Content for Different Audiences - Thomas Brush | 216 | |
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187. | The Business of Creating Content - Thomas Brush | 204 | Guide |
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188. | How to Market Your Game Without Strong Visuals - Simon Carless and David Wehle #Shorts | 203 | |
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189. | Art, Sound and Design of Dome Keeper - RenΓ© | 203 | | Dome Keeper
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190. | Combat Design in Death's Door - Mark Foster and David Fenn | 200 | | Death's Door
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191. | Game mechanics are the same these days | 200 | |
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192. | How Spelunky 2 Started - Derek Yu | 198 | | Spelunky 2
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193. | The Marketability of a Game - Jonas Tyroller and Thomas Brush | 194 | |
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194. | Why Youtube is MORE Valuable to GameDevs - Thomas Brush | 193 | |
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195. | When To Start Posting About Your Game - Simon Carless and David Wehle | 189 | |
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196. | Enemy Design in Dome Keeper | 176 | | 12 is Better Than 6
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197. | Do you need a Degree to be a GameDev? - Samyam #shorts | 174 | Tutorial |
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198. | What Type of Youtube Content to Create - Thomas Brush | 173 | Guide |
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199. | Naming Your Indie Game - Simon Carless and David Wehle | 166 | |
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200. | Marketing vs Development Time - Simon Carless and David Wehle | 156 | |
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