Thanks for watching, game devs! ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a UA-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Can’t say I agree with the first one. I’ve been working on my game for almost 5 years and I still love working on it and playing it. Definitely agree with the one about development time though :d
That's....a new one. The only way I've avoided getting sick and tired of a game I'm making is to keep the scope stupidly small. If you're still loving it, that's great!!! Tips? Post a vid!
@@foldupgames not sure to be honest. I like it for several reasons. I like playing it, because it’s a game similar to the games I love the most (action rpg). I like working on it, because I like the feel of progress I get after I add stuff. I also enjoy when players like the game (it’s been released for over 3 years already and I’m updating it). Additionally there’s a ton of different things to do in a game, so switching between tasks makes it fresh and less boring. But overall, I think that after all this time it became a habit, so I feel weird when I don’t work on it.
"Your first game is gonna take you twice as long as you think" - Oh I got a solution for this one! You just need to think 2 times shorter then! For example, if you think it's gonna take you 6 months - it's probably gonna take you a year. So instead, try thinking that it's gonna take you 3 months - and BOOM, your real dev time just shrinked to 6 months😎 PROFIT! I'm a genius.
As a professional software developer: this is exactly what we do when selling a project. The less refined the scope is, the bigger the factor you multiply with. And even times three or times four isn't anything special. That is just the reality of running a software project.
Releasing dev vlogs or trailers too early can do two negative things for your game. 1 - Make your game taken less seriously, 2 - setting a declining timer of interest over time. Reasons why trailers release early is to entice investors. So all marketing for games is not just for mass exposure over time, they are cognitively aware plans to stirr up public traction with maximum impact. The exposure over time is just the fruits that comes with marketing plans, not the main dish.
I am making my first commercial project right now, i am set on releasing it and ive even set myself a deadline for the end of summer. I already have a playtest out on steam!
Your videos are so HELPFUL, I don't understand how you make hard things look EASY (BTW whenever I lose motivation for continuing making my game I watch YOUR videos cuz somehow your talk motivates me) SO...Thanks for Existing... Hhhhhh
Completely disagree with your timeframe point. It's only going to take 30% to 2x longer if you're inexperienced AND haven't taken stock of your available resources. This was a problem for me with my first game. But I learned a lot, rolled up my sleeves and took a long, hard look at what resources (including skills) I actually had. Then I decided to make a simple game that, given said resources, would take me 2 to 4 months. Now, 2 years later, I should be done with the alpha within the year...
Man, that tip about timeframe is painfully true, and not just in GameDev. Whenever you plan how much time, effort, and skill a complex task will take, God just laughs, because you don't even know what you don't even know. But you're about to find out the "fun" way. And your mention of the game development doc is the key to this, but it deserves to be repeated and hammered a bit. Do *not* let your timeframe bloat because you want to add features. You stick to a timeframe and decide what features you can cut or add depending on how well you're doing hitting milestones. Otherwise you become like a certain citizen of the stars, too scared to let you game out of early access after 87 years of development, because the bedsheet AI doesn't make the wrinkles look quite lifelike enough.
Great editing, your style is evolving in a compelling and comfortable direction. As someone who bought your courses and is a budding indie game dev, I feel better prepared thanks to your content.
Finishing a project is realy hard! The motivation and drive is there at first when everything is new and you work on the fun stuff, but towards the end or deeper in, motivation might leave you and you got to have the discipline to follow through, even with the less fun parts. If you're just a hobby dev, do whatever makes you happy - but if you ever want to have properly released games, you gotta be persistent, so I totally agree with the message! Building the audience is scary though, but marketing is really important of course
Thanks to you, I followed this strategy of "Steam page first, game later" 5:36. My game is very far from done, but I made the TRAILER FIRST, then Steam page, and currently, less than 48h of announcement, I have more than 1 MILLION views on Twitter, it went viral organically (video failed on UA-cam, but who cares, 1 MILLION ENGAGEMENTS ON TWITTER FOR MY SOLO INDIE GAME). Wish I could post a link here for you to see.
Videos like these are a life saver and really do help put my brain back on the game dev wagon. Thank you for making this!! (And yes i did wishlist your game on steam)
Certainly know all of these feelings. It's so hard to push on too when your hating your game. Its funny but sad, but with all the games I've made so far, I can certainly relate to all of these points.
Nice video Thomas, It'll be super useful for new devs! I've gotta agree, 98% of people over scope. If you are a 1-2 man team, don't you even dare think about an open-world, anything, unless you expect it to be mediocre and empty. Think much smaller with more content, would you rather be given a full room of dollar bills, or a bag of gold bricks? Smaller with more content wins over bigger with less, everytime. By the way, great point about the email address in exchange for the demo. I'll be releasing my free demo for Paper Mages in October, I've gotta get those emails!
Everything about this video: advices, editing, jokes, length... is just perfect. I guess you're not a gamedev if you haven't made at least 4-5 mistakes in a "Top 5 mistakes indie developers make" UA-cam video.
This man not only stole this video’s title from Mark Brown (though improved it by means of capitalization), he somehow also got hold of my secret project-folder formula blueprint as evident in 1:20 and just flaunts it right into my face.
Wow... thank you so much for posting this... It's since August 2021 I'm developing my platformer Pixel Art-Style Game. I really needed to know about the marketing part, especially because it's my first game (after a little project) and its made without copying other games, so it's full of features (which people won't notice that much). I will get even more informed on how to get on social media, and which platforms. Keep working non-stop on your game Father, whilst I am working non-stop on my game Rockot. 💪 Btw I'm only 14 years old so I don't know how to Talk to others on Social Media, I am embarrassed 😂
Even though I'm not a game developer, I'd like to apply what I heard here to my projects with music in the future! Thank you so much for being inspiring 💛
The marketing before the game is ready is always the hardest thing. ”Why would anyone watch pictures and clips from a game that is not going to get released soon” just keeps looping in my head, but everyone keeps saying I should do it anyway… so maybe I should do it….
Because you will eventually NOT be posting crap. You will be posting awesome stuff. And the people who watched initially will be super fans. Also, there’s always a better time to start. So just start.
The project being a mess reminds me of people who start in software development and don't have a feel for organising their work. I've been doing this a while so I think the chaos of a game can be mitigated with what I've picked up from my day job. Hopefully.
Hey Thomas I really appreciate all the advice you give to community it’s really helpful at so many levels. But i have a question: in previous video or interview you post “ sorry don’t recall which one “ and “ base of what i understood from it, you give advice on not start posting/using social media at the start of the project and focusing on the development and now in this video you advice on getting start to do so from the start, so my question is what advice to follow? P.S: sorry in advance if i miss understand previous video and don’t remember which one.
The chaos theory I find it accurate. Even coding the simplest of concepts can result in a total and utter mess and then trying to fix things gets even more complicated.
I have a question- So I'm in the process of making my first game. Do I still need to make game design documents or storyboards for something really simple that I'll likely put on steam for free? If not, when should I start worrying about those kind of things? My understanding is GDD's are made to help people involved in development understand better. So If I'm the only one working on it, should I still make one?
Yo, can somebody here please explain to me what Neversong is about?(if that is possible?) Because it all literally made no sense at all to me.... And that was before it started getting even weirder... Straight off the bat, how did Peet wake up in his girlfriend's house, when he went into a coma in the asylum, and the parents who went in disappeared in there?? And why were the characters talking like he had been in a coma for a long time, when it was actually only a week or so?? And why wasn't the assylum the first place they went to to look for their parents and his girlfriend?? And why was dr Smile flying around with his girlfriend just to random spots just to take her back to the asylum?? And how did the parents become monsters/go crazy?? And why did none of the characters even bat an eyelid at this fact?? And why did the monsters have to be woken?? and why did they have songs?? And couldn't Peet just woke them up with his baseball bat?? Why did all the kids become old once they were taken to the assylum?? Didn't dr Smile want to eat them?? And why did they think he was cool?? And why was his girlfriend a doll in the assylum?? Was she ever real at all?? And what did bird lie about?? The ending seems to say that Peet was dr Smile and that the whole game was just a dream Peet was having in a different coma?? Did Pete fall into that coma after his girlfriend kill herself?? That scene of her on the floor was a suicide yeah?? That begs the question of why she killed herself, surely it wasn't just because he missed a date?? But then he wakes up and he's a kid still?? And then the final word is "wake up" from his girlfriend, so she's still alive?? So the game is about waking up form a coma, which is inside a coma, which is inside another coma???? Is that right?? ....What is this Comasecption!?
I disagree with the fact that says your game can take x2 longer to make. My is already taking 5 times longer than expected and I am not even fnishing lol
The thing about email is that I dont like checking my email. Its not exciting to check emails like checking on youtube or any social media. So whats your view on my point?
i hate feature creep because they aren’t scoped out in the original cycle of the game. half the time features are cut anyway because the game gets too big to make the deadline. it’s added stress if you have a bad unreasonable director and producer
Interesting number (95%) but now I'm currious do you have the totally number of students who have completed your course and after that the number of those who have published a game that completed your course if any.
Thanks for watching, game devs!
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a UA-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Garlic bread is the best. So are them Georgia peaches at Lanes this year ;)
They call him Thomas "Six Figures" Brush. he's here to help you buy his game dev course.
This is the kind of top quality video I've been waiting for. Fast, funny, and informative. Thanks for putting lots of effort into this one :)
Thomas you're right I agree
@@thomasbrush Thomas replying to a Thomas, thomsception.
The streams were fun, the interviews informative but this….this was top shelf 🔥
Can’t say I agree with the first one. I’ve been working on my game for almost 5 years and I still love working on it and playing it. Definitely agree with the one about development time though :d
Don't be a simp. Hate that game.
@@francisdominiko362 I still have some dev time ahead of me, so we’ll see how it looks next year :d
That's....a new one. The only way I've avoided getting sick and tired of a game I'm making is to keep the scope stupidly small. If you're still loving it, that's great!!!
Tips? Post a vid!
@@foldupgames not sure to be honest. I like it for several reasons. I like playing it, because it’s a game similar to the games I love the most (action rpg). I like working on it, because I like the feel of progress I get after I add stuff. I also enjoy when players like the game (it’s been released for over 3 years already and I’m updating it). Additionally there’s a ton of different things to do in a game, so switching between tasks makes it fresh and less boring. But overall, I think that after all this time it became a habit, so I feel weird when I don’t work on it.
"Your first game is gonna take you twice as long as you think" - Oh I got a solution for this one! You just need to think 2 times shorter then! For example, if you think it's gonna take you 6 months - it's probably gonna take you a year. So instead, try thinking that it's gonna take you 3 months - and BOOM, your real dev time just shrinked to 6 months😎 PROFIT!
I'm a genius.
As a professional software developer: this is exactly what we do when selling a project. The less refined the scope is, the bigger the factor you multiply with. And even times three or times four isn't anything special. That is just the reality of running a software project.
Why not bring it down to 1 min, then it will take you 2 mins, genius! Jk
Releasing dev vlogs or trailers too early can do two negative things for your game. 1 - Make your game taken less seriously, 2 - setting a declining timer of interest over time. Reasons why trailers release early is to entice investors. So all marketing for games is not just for mass exposure over time, they are cognitively aware plans to stirr up public traction with maximum impact. The exposure over time is just the fruits that comes with marketing plans, not the main dish.
I am making my first commercial project right now, i am set on releasing it and ive even set myself a deadline for the end of summer. I already have a playtest out on steam!
Your videos are so HELPFUL, I don't understand how you make hard things look EASY
(BTW whenever I lose motivation for continuing making my game
I watch YOUR videos cuz somehow your talk motivates me)
SO...Thanks for Existing... Hhhhhh
I love how your latest videos contain that comedic element. Great video!
Completely disagree with your timeframe point. It's only going to take 30% to 2x longer if you're inexperienced AND haven't taken stock of your available resources.
This was a problem for me with my first game. But I learned a lot, rolled up my sleeves and took a long, hard look at what resources (including skills) I actually had. Then I decided to make a simple game that, given said resources, would take me 2 to 4 months. Now, 2 years later, I should be done with the alpha within the year...
Man, that tip about timeframe is painfully true, and not just in GameDev. Whenever you plan how much time, effort, and skill a complex task will take, God just laughs, because you don't even know what you don't even know. But you're about to find out the "fun" way.
And your mention of the game development doc is the key to this, but it deserves to be repeated and hammered a bit. Do *not* let your timeframe bloat because you want to add features. You stick to a timeframe and decide what features you can cut or add depending on how well you're doing hitting milestones. Otherwise you become like a certain citizen of the stars, too scared to let you game out of early access after 87 years of development, because the bedsheet AI doesn't make the wrinkles look quite lifelike enough.
Great editing, your style is evolving in a compelling and comfortable direction. As someone who bought your courses and is a budding indie game dev, I feel better prepared thanks to your content.
I really enjoyed the video editing on this one Thomas. I got a few chuckles out of the video too
Finishing a project is realy hard! The motivation and drive is there at first when everything is new and you work on the fun stuff, but towards the end or deeper in, motivation might leave you and you got to have the discipline to follow through, even with the less fun parts. If you're just a hobby dev, do whatever makes you happy - but if you ever want to have properly released games, you gotta be persistent, so I totally agree with the message! Building the audience is scary though, but marketing is really important of course
Definitely one of your best video so far. Very informative, yet entertaining!
Man, now I want some bread (especially toast) with garlic butter, dipped in sketty sauce
3:10 Okay, great - that helped me a lot. No ladders in my games! Easy.
Thanks to you, I followed this strategy of "Steam page first, game later" 5:36. My game is very far from done, but I made the TRAILER FIRST, then Steam page, and currently, less than 48h of announcement, I have more than 1 MILLION views on Twitter, it went viral organically (video failed on UA-cam, but who cares, 1 MILLION ENGAGEMENTS ON TWITTER FOR MY SOLO INDIE GAME). Wish I could post a link here for you to see.
Videos like these are a life saver and really do help put my brain back on the game dev wagon. Thank you for making this!! (And yes i did wishlist your game on steam)
Certainly know all of these feelings. It's so hard to push on too when your hating your game. Its funny but sad, but with all the games I've made so far, I can certainly relate to all of these points.
the edits are getting really good
thomas in every video: you arent going to finish your first game
me on my fourth: oh no, what if I never do release my first game?
My favorite content on this channel so far. Amazing work!!
Haha! Love Hodge Twins
Thomas you're on fire man. This might be my favourite video you've done. Excellently done
editing is on point as always!
Nice video Thomas, It'll be super useful for new devs! I've gotta agree, 98% of people over scope. If you are a 1-2 man team, don't you even dare think about an open-world, anything, unless you expect it to be mediocre and empty. Think much smaller with more content, would you rather be given a full room of dollar bills, or a bag of gold bricks? Smaller with more content wins over bigger with less, everytime.
By the way, great point about the email address in exchange for the demo. I'll be releasing my free demo for Paper Mages in October, I've gotta get those emails!
Hey thomas brush thank you I have learned a lot from you though I am still a newbie game dev & want to someday create my own studio.
Thanks alot really help, thanks for the streams too
Everything about this video: advices, editing, jokes, length... is just perfect.
I guess you're not a gamedev if you haven't made at least 4-5 mistakes in a "Top 5 mistakes indie developers make" UA-cam video.
This man not only stole this video’s title from Mark Brown (though improved it by means of capitalization), he somehow also got hold of my secret project-folder formula blueprint as evident in 1:20 and just flaunts it right into my face.
What?! Really??
I like this new fast and informative format Thomas. As well as your other formats to. Nice addition.
Super Informative, And SUPER fun to watch, Humor lvl 10.
Wow... thank you so much for posting this... It's since August 2021 I'm developing my platformer Pixel Art-Style Game. I really needed to know about the marketing part, especially because it's my first game (after a little project) and its made without copying other games, so it's full of features (which people won't notice that much).
I will get even more informed on how to get on social media, and which platforms. Keep working non-stop on your game Father, whilst I am working non-stop on my game Rockot. 💪
Btw I'm only 14 years old so I don't know how to Talk to others on Social Media, I am embarrassed 😂
Even though I'm not a game developer, I'd like to apply what I heard here to my projects with music in the future! Thank you so much for being inspiring 💛
The marketing before the game is ready is always the hardest thing. ”Why would anyone watch pictures and clips from a game that is not going to get released soon” just keeps looping in my head, but everyone keeps saying I should do it anyway… so maybe I should do it….
Because you will eventually NOT be posting crap. You will be posting awesome stuff. And the people who watched initially will be super fans. Also, there’s always a better time to start. So just start.
I love the new style of the video!👍🏽
This video should appeal to the ADHD community.
Damn bro, your humor has gotten. Better 😂
That first minute made me chuckle
Thanks man, great content as always!
I've been making my racing game for over a year, I'm close to releasing though, and one day you will interview me! I haven't gotten tired of it yet!
This was the best video of this channel by far. ❤️
This video got my motivation up for game dev. And I LOVE the humour in these :D
This is super help full ,Thanks Thomas
Crazy good editing on this one lol
The free demo for contact info is great advice!
Amazing content and hilariously funny! 🤣 Keep up the great work Thomas!
Great video and advice! I've learned many of those tips the hard way lol.
The project being a mess reminds me of people who start in software development and don't have a feel for organising their work. I've been doing this a while so I think the chaos of a game can be mitigated with what I've picked up from my day job. Hopefully.
Love the video Thomas, very relatable!
Hahaha this was great props to you and your editor
Love the analogy for infatuation with your game.
liking the new style :D
That analogy lmao🤣🤣💀
My vertical slice should be ready in a few months.
I hope I won't be one of the 95% :)
"dipped in skedy sawce"
Another great video! Thanks for the validation. Cheers!
Steam is saying Father is unavailable for my region (Brazil) 😥
This video reminds me of your early stuff, but much better.
I think it had a lot of good tips too 👍
Love this kind of content
Thanks for the video mate. Appreciated! :p
I like the chaotic style of this video I'd say new but I don't watch enough so it might not be
great video, so true, im going through it now with a "simple" side project!..
Hey Thomas
I really appreciate all the advice you give to community it’s really helpful at so many levels.
But i have a question: in previous video or interview you post “ sorry don’t recall which one “ and “ base of what i understood from it, you give advice on not start posting/using social media at the start of the project and focusing on the development and now in this video you advice on getting start to do so from the start,
so my question is what advice to follow?
P.S: sorry in advance if i miss understand previous video and don’t remember which one.
The Game design document link in your description requires a monthly subscription to download. Is there another source? Google docs?
The chaos theory I find it accurate. Even coding the simplest of concepts can result in a total and utter mess and then trying to fix things gets even more complicated.
This is top tier content!!!
Great video!
Thomas Looking Great with that haircut
I freakin' love this.
I have a question- So I'm in the process of making my first game. Do I still need to make game design documents or storyboards for something really simple that I'll likely put on steam for free? If not, when should I start worrying about those kind of things? My understanding is GDD's are made to help people involved in development understand better. So If I'm the only one working on it, should I still make one?
Hey Thomas. I am trying so hard to find a tutorial on 2d platforms. Any suggestions?
Fun and informative I like it :)
Loved it 😍
Thomas just thought me how he took my email, now I recieved email to watch this video while watching the video
Game is like a good wine - You need time to process a good one!
i saw a clip of jake and amir
i like that video already
Yo, can somebody here please explain to me what Neversong is about?(if that is possible?)
Because it all literally made no sense at all to me.... And that was before it started getting even weirder...
Straight off the bat, how did Peet wake up in his girlfriend's house, when he went into a coma in the asylum, and the parents who went in disappeared in there??
And why were the characters talking like he had been in a coma for a long time, when it was actually only a week or so??
And why wasn't the assylum the first place they went to to look for their parents and his girlfriend??
And why was dr Smile flying around with his girlfriend just to random spots just to take her back to the asylum??
And how did the parents become monsters/go crazy?? And why did none of the characters even bat an eyelid at this fact??
And why did the monsters have to be woken?? and why did they have songs?? And couldn't Peet just woke them up with his baseball bat??
Why did all the kids become old once they were taken to the assylum?? Didn't dr Smile want to eat them?? And why did they think he was cool??
And why was his girlfriend a doll in the assylum??
Was she ever real at all??
And what did bird lie about??
The ending seems to say that Peet was dr Smile and that the whole game was just a dream Peet was having in a different coma??
Did Pete fall into that coma after his girlfriend kill herself?? That scene of her on the floor was a suicide yeah?? That begs the question of why she killed herself, surely it wasn't just because he missed a date??
But then he wakes up and he's a kid still??
And then the final word is "wake up" from his girlfriend, so she's still alive??
So the game is about waking up form a coma, which is inside a coma, which is inside another coma???? Is that right??
....What is this Comasecption!?
Something is up with the audio mixing at the end. Piano got really really loud.
I disagree with the fact that says your game can take x2 longer to make. My is already taking 5 times longer than expected and I am not even fnishing lol
I needed a good laugh man you are the best... keep up the good work! Quick question about your course, it does include 3D development right?
Mark uploaded a video
Thomas be like - well we all know what to do
Awesome vid
😂 I love you dude. You are awesome
This video was good af 😂
This was the best thing I’ve ever watched. The Jesus joke got me bad 😂😂. This video is SO true tho dude
Where is the game design document, you said it's in the description but it isn't there.
Just put it there! Sorry about that
The thing about email is that I dont like checking my email. Its not exciting to check emails like checking on youtube or any social media. So whats your view on my point?
20% of people will read your emails you send. But if that’s 20% of 10,000 people that’s pretty awesome
Email list sounds good. But if most people are like me, we don't check email...
I love this channel
I love my games :D
i hate feature creep because they aren’t scoped out in the original cycle of the game. half the time features are cut anyway because the game gets too big to make the deadline. it’s added stress if you have a bad unreasonable director and producer
damn the build up for Will Smith meme
There is nothing more satisfying than seeing 499 likes and hitting the thumbs up. Number 500 here.
Interesting number (95%) but now I'm currious do you have the totally number of students who have completed your course and after that the number of those who have published a game that completed your course if any.
The thumbnail makes it look like he's wearing a Fred Flinstone shirt...
Just me?
lol bread dipped in sketti sauce that was unexpected
Me hearing the first sentence : "Hold my beer" :D
6:05 lmfao im dead xd
An awesome game will sell by itself, because spreading of word is the best advertiser.