This is one of the absolute best videos on game dev, Jonas. Completely true, packed with actionable ideas, and backed up with your own experience. Great stuff.
That "prototype art and gameplay separately" is the single best piece of game dev advice I've ever heard! I always get stuck with half completed projects because one feels like it's put limits on the other. Thank you!
The metaphor gets a bit wooly in places (a search algorithm doesn’t get exhausted or frustrated) but that single quote, “prototype art and gameplay separately” is honestly profound.
Path of Exile pumps out a shit ton of content, especially enemy variety, every major patch. One way they manage this that they have many basic enemy archetypes and just try wrapping them with some textures they have lying around. Tweek the stats a bit, maybe some kind of special move and new patch enemy is done, it's brilliant. For example they used some metal clutter object textures on zombies and created some cool magic automaton enemies.
Heres an even more insightful version: Optimize for composability. Aka minimize coupling. Seperate things where you can. That way they can go different directions, they have have specialized captians for each, and they can be swapped out and replaced with little effort. Art and gameplay is just 1 example of adding composability. You can add so so much more.
@@Dogo.R Do you think that's a property that someone should be checking for ~2x per day? Like when you break for lunch & dinner, for example? I'm trying to imagine applying composability to my own workflow, and all I can think of is stopping work, stepping back, and asking myself "can I afford to use an isolated, simplified environment to write the code for NPC behavior, or would doing so mess up compatibility with my main project?" Because I feel like keeping your nose down in the main project file is typically the best approach for rapid development, so time spend contemplating the cost/benefit of moving features to a separate project is gonna have diminishing returns after even 10+ minutes spent worrying about it [optimization].
Since you will end up as a business consultant later in your life, please note that this material is very important and diving deeper in the various subjects as part of your game dev job is a good investment. Your advice is generally applicable to product/project development.
This should be a GDC talk! It was a remarkably interesting video to watch and I feel like so many things clicked for me as I was watching it. Thank you, Jonas!
If this was a GDC talk it would be significantly less accessible (Not being able to edit the whole thing, having to pay a ton of money to GDC to even do the talk there etc.) There's nothing wrong with this being a youtube video imo.
@@WangleLine A GDC talk means Jonas would reach a wider audience and get recognition for all the contributions he has made to the field. GDC talks also provide a level of insight, knowledge, and understanding which is hard to match when you consider the expertise of the people they invite as speakers. Saying this should be a GDC talk is akin to saying it should be a Masterclass, that it transcends the medium it was made for.
No, it shouldn't. Not to be mean, but this is entire premise has fundamental flaws and hand waves away reality and replaces it with piles of presumptions. There is some value here, but the core idea of assuming you can engineer a solution to this problem is inherently misguided.
@@krillin6 I'd like to know those other approaches too, because, gamedev is a soft science, since we are dealing with humans, time and trends. :D But it is okay, if you only have some broad strokes, those could be interesting starting points regardless. Have a great day everyone :D
@@krillin6 It's not wrong or misguided, I just think you're incapable of understanding the usefulness of an illustrative analogy. This is a very good way of explaining the creative process and how to approach the exploration of new ideas. If you think it's wrong then what's your job, experience and alternative approach?
@@krillin6a definitively seems like there's some value in your comment but unless you provide a more useful solution your assumption falls on an empty promise you know?
This applies very much to all creation. The good thing about building any kind of software is that the cost of experimentation is really low. Thanks for your insights!
@@NightmareRex6 not true really. Even if you are single developer, you still have to spend money on everyday needs and entertainment. So the longer you make your game/software, the more money you have to earn to pay that off. And if you are a company with a team of developers, their salaries will eat your budget if the development takes too long.
yeah I'm in the immersive theater field and this analysis holds true. But each creative field will have to find clever ways for fast prototyping that lead to significant measurements. And it's easier said than done. You have to fail often and quickly, but not too badly so you can't continue to fail.
I like you, because you are a thinker. Self reflection, analysis and then decision making are great skills of yours and it shows. I love the clarity in your essays.
The only bad thing of this video is that you didn't make it 2 years ago when I started my own indie game, stumbling on the way on all of these issues. It's the single best, most informative, complete and clear tool set on how to desing and make games. I will apply all of these for my next game. Thank you very much for making it!!!
Finally, a new upload! I'm still on the second minute at this point, but I already wanted to thank you so much. You were the person who ignited my game dev journey. Before I watched your videos a few years back, I already tried Unity but gave up. But then at one random night I found your Unity tutorial video, and the next day I decided to watch it, and now it's my new hobby. I've always liked programming since I was a kid, but now my favourite thing to do (in the programming space) is making games, and it was because of you. So once again, thank you. Thank you so much for making these amazing videos, Jonas.
Brilliant! I would say that this also applies to other creative processes, like filmmaking and writing. We should always take a moment to reflect on the process and see what can be improved and what worked. I'll definitely come back to this when troubleshooting in the future. Thank you!
In a weird way this video was incredibly motivating for me. I'm at a point in my game dev journey where I've spent the last 7 years developing random odd projects and maps for Roblox. My last creation, which I finished a "final update" of in the summer of last year, is my current magnum opus. And whilst that map, called Archipelago is my best ever creation and it took 3 years of iteration and slow improvements (even a basic form of that optimised search algorithm you show throughout this video) all I have to show for those 3 years is a handful of niche players saying it's the best map in the game. I wasn't paid for any of it. I have barely anybody who knows about it to show for it. The youtube video I made talking about it barely scraped by 1.7k views. And, it feels like that's not something I could throw onto a portfolio and wow anybody with. All my game design and developer knowledge is so entrenched in Roblox, a platform that feels like a dying corporate hellscape, that I'm too afraid to jump across the trench and try and start from scratch learning how to make a real game in engines like godot because of the sunk cost fallacy of having 7 years of Roblox game dev knowledge. But honestly, I've found myself coming up with 2 pretty cool ideas for a videogame that I would like to make. And they are ideas that just would not be feasible in the Roblox game engine. So I have a tough choice to make between 3 options in front of me- 1. Finally bite the bullet and start learning a new game engine. It's going to be tough, I have no experience with coding, and I know I will get frustrated many times and it will take a long time before I ever come to creating the really cool ideas I have. 2. Resign myself to the grip of my sunk cost fallacy and try emulate the games I wanna make in Roblox. This is far easier to do, but I don't think I will even be happy or motivated with the results. 3. Let another set of cool ideas I have die and take the easiest option which is to not act upon any of this. I'm 22 years old, and part of the rising anxiety that comes with adulthood is feeling like all the free time and experimentation I had is gone. Like now I just gotta knuckle down, continue doing a real job, and have no time or energy to work on my passion projects. But I realise that that's all bull, I do still have time the only friction I feel is my own willingness to try. This video has described many of the problems I bumped into over the years working as a team or even as a solo in my time on Roblox. I realise now that the spent time on Roblox isn't wasted, that those years of failure can be reframed to be my (very inefficient) scouting boats. I've done many of the stuff you said here before, the 2 captains problem such as me and another project lead butting heads, developers spending more time discussing the game rather than prototyping it, and spending far too much time on a prototype and making it look fancy before realising that is all wasted work. I've learned these lessons already. But now this video has helped reframe all that into just another step of the process. Sure, my childhood is over. But my adulthood has just begun. And I got 80 more years of time left. I think it's time I start learning how to make a game. Properly, this time. Thank you Jonas.
Man, Zeekerss, the creator of Lethal Company was a Roblox creator too, and he jumped into gamedev and made it ! Sure, everyone isn't Zeekerss but you can try ! Good luck to you ! =D
Hey, I can't exactly claim to fully understand you since I've been playing with unity since I was 15 and have a solid background in c# already but I want to let you know that writing code is easy. There's several messy unoptimised ways to arrive at your solution and for small games, it will not matter. You just need a push to start.
I'd recommend trying Unity and its native Visual Scripting, it appealed to my Lego building mind, perhaps it will appeal to your Roblox building mind. Now we have ChatGPT/Bing A.I. which can help look up answers for specific questions or coding that we want, which can be difficult to find through search engines alone
Man, this sounds a lot like me. Unfortunately my ROBLOX creations didn't even get 1/100th of the attention, my magnum opus was ignored except for the positive remarks of 2 friends who checked them out. I had developed for 12 years. It's hard, especially feeling invisible regardless of what I do or where I do it. Even if I do move past those 12 years wasted and learn Godot, i'm afraid of being stuck in that same pit as I was beforehand, going completely unnoticed despite my best efforts. Like a strange middle-ground of mediocrity that nobody could care about.
Very insightful video. Honestly that tip on switching prototypes when 2 people are both happy with theirs is absolutely genius. Never heard of that before, but it just makes so much sense.
Honestly, just thank you: - You and your channel (Funny/Educational videos + some parts of your personality I guess?) - Wowie game jams (One of the stepping stones on my gamedev journey) - Discord community (I'm not a native English speaker, yet was reviewing games in room with a lot of people) - WYS arg (I've learned CUDA programming and other stuff, met new people and still having a great time) I've learned a few things just from a gamedev process presented in a funny/interesting way (devlogs). Now you're giving us compacted knowledge in an easy to understand metaphore. I don't even know what else to ask for. Keep up the good work :D
One of the most valuable videos I've watched on TH-cam. Made me realize creativity is a form of open ended problem solving. Thank you for sharing your insights
AMAZING analogy for really any creative pursuit, not just for game development. I've never made a game in my life but I can tell you I've used these exact same ideas within video making. Great video!
This is phenomenal, very clear and cleverly explained. I will add it to the resources for my production course (and also to my own tool belt). Great content as always, Jonas!
You avoided scope creep masterfully in this video by only talking about games. But I feel like you know it very well that this applies to so much more than that! Thank you for this video, it will be very useful in many ways - including approaching software projects!
I think the reason it’s specific games is because if you show this video to fine art students instead CS students they will be (rightfully) pissed. I’m professional computer scientist, and the understanding of optimization displayed here is something that would appeal to someone with a bachelor’s understanding of computer science but would be criticized by someone with a Master’s understanding. There are huge philosophical issues with this approach that can only be ignored if you take a reductionist mindset.
I have completely ruined every game I have ever tried to make, experiencing those 4 red flags you mentioned every single time in that exact order and couldn't figure out why. Thank you for this.
I like how logically sound this is and I can really appreciate the certainty of direction in how to refine and feel for a game you're trying to make so that it becomes as successful as possible, but oftentimes indie developers just wanna make a game that they want to make because they were inspired by something and they wanna see their personal creativity come to life. In that case, it doesn't matter how deep they go, maybe they just like to sit in the shallow waters because it's clean and pleasant.
Jonathan Blow has many talks about game development, and he uses the analogy of game design as a search algorithm fairly often. See e.g. his PRACTICE 2014 presentation, his talk "How and Why", his "Truth and Game Design" presentation, and especially his "Indie Prototyping" talk and IndieCade 2011 talk with Marc Ten Bosch, where the prototyping and exploration of design is discussed in detail. Your perspective is valuable though, because you are approaching this problem more as a businessman rather than an artist, and thus are much more concerned than Jon is about the cost of exploration. Jon is the kind of captain who will fly to different lakes around the world, and then when he finds one he likes, he'll rent out a submarine team to construct a 3D sonar map of the entire lake floor, and damn all the costs. For those of us more concerned with taking on debts in an inherently risky industry, your advice is much easier to follow.
Wonderful insights. I’m not a game dev but I feel this wisdom applies to so much in life. As a software dev I often feel more comfortable trying to “build the thing right” where actually there’s more value in building the right thing. The search algorithm parallel illustrates that beautifully.
What a phenomenal video. The boat with the search algorithm example was surprisingly coherent and a perfect fit for concepts of game design. It was very easy to follow and understand that I bet I can show this to someone who knows nothing about games in general and they would have a much better understanding at the end of it, that's how good this video was. Well done man, you have made one of the best game dev adjacent videos out there.
Casey Muratori first introduced me to development being very similar exploration. His frame of reference was contrasting it with bloated and slow codebases that dominate the software industry, and the SOLID dogma. But Jonas' version is much more constructive, transparent, pragmatic and beginner-friendly. Casey's talk (Where Does Bad Code Come From?) is much more like a rant.
Concise framing, no-fluff delivery, clear visuals. Factual, relevant, actionable. Incredible signal-to-noise ratio. This is a conference-worthy presentation of the highest grade. You'll pay a lot of money to see a talk by some industry leader presenting their insights and will not get more out of that. The "Captain Teleport Switch" is especially smart and can be applied well outside of game dev as well Magnificent work, Jonas.
Absolutely fantastic video. I'm a Design Teacher and Board Game Designer and this has just brought so many nebulous ideas about the design process into crystal clear focus. Bravo!
I am not saying this in any way to disparage this video, your work, or you. Just wanted to say that first, because the tone of my next sentence should be taken as a joke for the best effect: Congratulations, you have discovered software development life cycle fundamentals! Nearly everything you described is a part of the fundamentals of every approach to organized thinking around software development. It's the one part of game development I've never struggled with, because it's the part I've done for a living outside of the games industry! You're doing an excellent job, both in discovering these concepts independently and, more importantly, in communicating them effectively! AND, to be clear, a lot of big software development companies struggle with these concepts, so you're way ahead of the curve. ;)
Yep! Most indie game devs come from the creative world rather than the software world so it makes sense that project management isn't most people's strongsuit. But this guy seems to have figured it out on his own, so... he must be pretty good at it, I'd say.
Was that software development fundamentals? Most softwares are developed through waterfall method with a specific business needs (or rather wants) are given from the top. Then the dev team mostly just use existing parts and methods to fulfill that in mostly routine ways. Even with more agile development, the specifics of the "search algorithm" described here is VERY rarely used (at least in my experience). The emphasize is usually in exploring fast, not exploring in an optimized way.
@@b4ux1t3-tech I know, but the specific methods mentioned in the video aren't standard practice in software development. It's certainly not "fundamentals". AFAIK in my experience in software dev any way. There are definitive fundamentals like clean code, documentation, testing etc, but optimized exploration is not one of those. Most software development projects are using and remixing already established scripts and practices. VERY few includes "searching" for new stuff. And even when searching, it's rarely done in an optimized way.
This was an awesome essay that easily extends to other kinds of design! Two points blew my mind: 18:26 prototype art and gameplay separately and 21:34 address an impass by having the Captains switch POVs. Thanks for sharing!
This is one of the best game dev videos I've seen. Explores the problem space very well, provided great examples and solutions. We're working on our first steam game right now and I found it super helpful, thank you!
I almost didn't watch this because of the plain thumbnail and vague title, but I'm SO GLAD I added this to my watch later and it auto-played this. An hidden gem of a video, and immensely helpful for me to understand. Good stuff!
Absolutely amazing video. This has given me a completely different perspective on game dev. I'm suprised this topic (the search for the game) isn't more talked about and explored. Loved the addition of your own formulas.
Awesome video Jonas, I keep struggling with completing my game ideas and one aspect is I'm trying to do something small to have a finished game before moving onto the the "dream" game, so I'm not emotionally invested in the idea I'm working on. But I also when making these small games don't search, I just think "this is a cool idea", start developing it, trying to implement art, and hating everything about it. Will need to try to internalise some of this advice for sure.
Then you don't test out anything besides if it's working until you're done. But unless you're all Knowing you should research what you yourself might like more as well
@@renakunisakiWhy wouldn’t I? I should point out though that there is a big difference between attempting to optimizing revenue without constraints and tweaking MY game to have greater appeal.
This channel is such an amazing channel for game developers / designers, one of the best channels out of the 800+ channels I'm subscribed to. Love all the insights, the speed and pacing of the video is just perfect and very very interesting topics. Love everything!
Yeah, luckily the multibillion corporation Epic Games DARED to mimic the most popular game genre of the era and leave their base building zombie survival tower defense action strategy part behind.
@@billmore6486Tbf a lot of games were hopping on the battle royal bandwagon after seeing the success of pubg. And given what we know about Epic Games it’s not surprising at all they’d ditch a project to hop onto the next more promising opportunity lol, they do it so much it’s a meme at this point.
"Design is a search algorithm." This is why the best design and "creativity" so often feels like discovery of something existing. Our Engineering Design professor told us design was near impossible to teach because there was no single road map, but you've hit the nail on the head: That lack of map is the point; Design is a search. Thank you.
Man, you left me speechless. This video is invaluable. I'm amazed by how much knowledge and fundamental understanding you have and how you managed to pack all of this into a short video with such a great balance of abstract concepts and very understandable concrete examples. Thank you so much! I still need to process all of this tho, and rewatch video a few more times xD
If you took out the game dev parts of this, it would feel like a lecture on machine learning lol. The first couple are obvious immediately, infinite search space is true for pretty much any "real world" problem, wrong reward function is just the alignment problem, etc.
That’s exactly what it is, it’s basically a repackaged lesson on computational creativity, except it accepts it as fundamental reality instead of a model for COMPUTERS.
What an absolutely fantastic video! Thank you for putting the time into this, this is brilliant. I love your section on multiple captains and how to overcome it, as that is a hard a one, but I think what you suggested really is the best, let both captains explore their own idea more and see where it leads, or let each captain have a go of the other's ship to see what happens
Sure... You can get caught up and lose many hours of sleep thinking about search algorithms to calculate the optimal indie game. Or, you just make games because you want to create enjoyable games. And if you enjoy it, someone else probably will too.
I think this is the way. At least for me. I've played my own game for hundreds of hours at this point and still have fun. It's easier to motivate myself to keep working on it due to this aswell. We'll see when it releases, but based on alpha feedback I'm not alone in enjoying it. 😊
I also have to wonder, there are many issues with analysis, incentives, and scale that plague large games, and the benefit of indie games is that they lack them
I don't think you understood the point of the video. He isn't saying you should spend time "thinking" about ideas. He's talking about rapidly prototyping, and working smarter instead of harder. Often, the ideas we think will be fun end up not being as fun as we think. The best path to success is to fail early and often so that you really prove your idea instead of realizing you made a dud over halfway through development.
This video just started with autoplay in my background while i was figuring out some coding problems. Turns out, 3 min into the video i was so hooked that i forgot to code and just watched it on my main monitor. - So congratz you made it from the background voice to the main attraction in like no time. Great video btw.
It's weird to use Fortnite as an example of a daring development jump when they were riding the wagon that Playerunknown's Battlegrounds had set out on
I'm sorry but there's nothing wrong with making a clone of an existing successful game. Hell I would kill for a clone of let's say Sea Dogs. All you need to do to be better than Sea Dogs is just make it in 2024 instead of 2001 and voila. Not new but better.
My friend would have said the same thing. I'm not sure ever had an original idea in his life. He looks at how the leading players in his industry do things and copies that. Very very successful.
Making an indie game is expressing yourself and your ideas. So you search for the resources for that expression. It is not about the best, but about being understood correctly. AAA games are about just making product the people will buy. So AAA games don't express ideas, but instead monetize of the patriarchy's insecurities and crave for violence, offering men an illusion of being say an all powerful dictator or a serial killer.
Excellent video. I especially liked the advice of having the two "captains" switch places and experiment with each other's prototype. That's a really specific, interesting piece of advice.
This is honestly one of the most direct and sincere videos on game dev i've seen. You brought up some excellent points and ideas with great explanations to boot. Love it!
I really love this boat concept! it really helps understanding the problems and solutions in game dev with a boat analogy. I'm gonna send this video to my game design lecture from a Uni i used to study and hopefully they use it for classes.
This is a masterclass. This video is so important! Thanks for your work, and thanks for sharing your valuable experience! Funny thing, I feel like you made this video using the same advices you give in the video. You go to the very essential things, being very quick and efficient. No superfluous visuals, no superfluous words, even the ending, quick, concise, efficient. F*****g BRILLIANT.
This video alone has literally put the entire game dev journey we had been going through for past 3 years into a new perspective. Incredible video Jonas! Thank you so much because you literally saved us.
What an absolutely on point metaphor. I’ve been thinking about this for quite some time (I was leaning towards an iceberg analogy), but you really nailed it. 10/10 video
this is everything any gamedev needs/ wants to hear, i like ur visualization of the problems themselves and the solution etc this is widely helpful thanks for it bro
You singlehandedly earned my subscription, in a single sub-30 mins video, and that's quite the achievement, congratulations and thanks for all the awesome tips :-)
This must be one of the most important videos of all times for indie game developers. It must be watched by every designer, developer, artist, and any other person involved.
This is an eye-opening video ! More significant than the countless others I watched about gamedev for years. There are some points I'd partly disagree with, for instance, I'd not say the commmercial success of a game is entirely defined by its intrinsic qualities, but everything explained here is incredibly true and useful concepts ! Thank you so much for putting this together !
Love the video. For problem 4, I would say there's also retaining players. This gives actually more free advertising as retained players are likely to make dedicated TH-cam videos. People are more likely to keep sharing to their friends, and may invest more money into the game. Helps build up a strong community,.
“My game islanders” HUH??? That hit me out of nowhere man. Fantastic game. I was already liking the video but I won’t lie, I started appreciating your advice more after learning you have actual cred. A lot of indie game devs on TH-cam lack the success and experience to back up their claims and statements.
Probably the best video about game designing i 've ever seen (and i saw many in the last couple of years). There's a lot to digest here. I think this will really help me in deciding what kind of game i want to develop, and how to get there. Thank you!
Loved the boat metaphor, really helps understand the logic behind the difficult task of Game Developing, I'd try applicating these ideas where I see fit, thank you
This vidéo = instant classic!! You brilliantly (and visually) articulate what I've personnaly experienced in game design (and creativity), including mistakes :D
This is brilliant man. Thank you for sharing. I feel like I instantly leveled up by watching this. Not just as an indie game developer, this applies to any project/business idea/startup. Again, thank you.
I am twice your age and still waiting for my breakthrough. Thank you for the insights, it is very helpful! I wish I was able to give more back than a like and subscribe, and well, playing your games obviously.
I've been writing code to automate work for a couple years now, been gaming since dad taught me to install Orcs & Humans on MS-DOS. Something about seeing your hand-drawn assets in the quick tower-defense prototype really just helped me get over the hurdle of being intimidated by missing assets. I've started a new prototyping project and it already feels so liberating with some of your points in mind. Thank you, sincerely.
6:10 I fully agree with this, some people have questioned what makes my game unique, but its kinda hard to explain. Im not the type of guy who can make a clever little game that entirely revolves around its one unique mechanic or concept, my gameplay is pretty straightforward, a bit of platforming, a bit of shooting enemies, but what makes it special is the authentic artstyle and story/worldbuilding, its general atmosphere. then, once Ive got that worked out, I can then focus on how to make each aspect of that unique using the already established world and its characters also I love the analogy for this part lol
Very interesting video. I feel what you talk about is a wider version of a bottom-up approach (which is a similar process but for a specific game in research of game mechanics).
When I first saw this video, I thought I might be wasting my time because I could be working on a module of some kind or watching a more technical tutorial, but it turned out that this was incredibly beneficial to my approach. The multiple captains solution alone made the time worth it. Very well said, and thank you.
This video is gold!! Over the last 2 years I have struggled with just getting started on my game dev dream (tutorial hell and imposter syndrome). This information is what I needed to plot a course towards my first game. Thank you very much.
Well done. This easily covered many separate bits of advice I had seen over the years. (Prototype often, playtest (valve's secret weapon), players only care about the final product, a game is the "sum" of its parts, you will scrap things, and even that when you set out to make X, you many end up fining out you should make something else so, do so!)
Wow, this is a fantastic video! Looking at my current project, I didn't send any search boats (prototype) which made later development a big pain. Definitely need to get better at prototyping before committing. This is a masterpiece vid, thanks Jonas! ❤
Love the analogy to search algorithm, and using boats investigating fish & depth. Very solid advice, and well crafted communication of that advice. Thank you for putting this together, and sharing your knowledge!
This guy is the biggest nerd in the best possible way. Search algorithms, formulas, like appeal = (polish + fantasy) * readability. This is how I best understand things, too! I want to work for someone who understands things this well! And understands the threat of scope creep.
seriously one intense video that not only describes how designing video games works as source of revenue, but you can also apply this concept to pretty much anything in life that you want to improve. Well done inf/10 score for you on this video!
I wish I could like this 1000x. I will show it to everyone until they know it by heart. Probably the most pragmatic and surely useful video I've seen on the youtubes. It's stuff I've been saying for years, but so well put and better explained than I ever was able to. One caveat though, about completely separating art and gameplay; that works really well for the type of games you make, but for an MVP for a platformer for example, you may really want some amount of animation and design, or else your playtesting will lack appeal and your data will be wrong.
Okay don't take this the wrong way but i used to skip your videos in the past because i didn't like them very much. BUT HOLY HELL JONAS you have redeemed yourself!! Your quality has become outstanding of your videos! Your a great teacher man! Thumbs up and subscribe for you!
This is one of the absolute best videos on game dev, Jonas. Completely true, packed with actionable ideas, and backed up with your own experience. Great stuff.
Two legends in the same space? Amazing.
Let's see a GMTK on games that were initially game modes!
100% agree
@@kaingagame4351like MOBA and autobattler?
I read this in your voice
Would really like to see you apply the contents of this video to your own journey / journeys you are familiar with x
Instructions unclear: made a search algorithm while at sea
So far so good. The next step is to teleport your captain into the ocean.
@@JonasTyroller Then after that make the artsy fartsy color swirl boat that floats above water and is meant to be sailed by aliens.
wait we aren't suppose to be at sea?
Nice profile pic!
Need to Sync the instructions better. Should be easy, if you're in hot water anyways.
That "prototype art and gameplay separately" is the single best piece of game dev advice I've ever heard! I always get stuck with half completed projects because one feels like it's put limits on the other. Thank you!
The metaphor gets a bit wooly in places (a search algorithm doesn’t get exhausted or frustrated) but that single quote, “prototype art and gameplay separately” is honestly profound.
Path of Exile pumps out a shit ton of content, especially enemy variety, every major patch. One way they manage this that they have many basic enemy archetypes and just try wrapping them with some textures they have lying around. Tweek the stats a bit, maybe some kind of special move and new patch enemy is done, it's brilliant. For example they used some metal clutter object textures on zombies and created some cool magic automaton enemies.
The opposite of this would be the 'Star Citizen' approach.
Heres an even more insightful version:
Optimize for composability. Aka minimize coupling.
Seperate things where you can.
That way they can go different directions, they have have specialized captians for each, and they can be swapped out and replaced with little effort.
Art and gameplay is just 1 example of adding composability.
You can add so so much more.
@@Dogo.R Do you think that's a property that someone should be checking for ~2x per day? Like when you break for lunch & dinner, for example? I'm trying to imagine applying composability to my own workflow, and all I can think of is stopping work, stepping back, and asking myself "can I afford to use an isolated, simplified environment to write the code for NPC behavior, or would doing so mess up compatibility with my main project?" Because I feel like keeping your nose down in the main project file is typically the best approach for rapid development, so time spend contemplating the cost/benefit of moving features to a separate project is gonna have diminishing returns after even 10+ minutes spent worrying about it [optimization].
I have officially taught you everything I know.
thank you!!
"Do not make a unique game for an alien species." is a great advice. ^^ Thanks for sharing your knowledge man.
Since you will end up as a business consultant later in your life, please note that this material is very important and diving deeper in the various subjects as part of your game dev job is a good investment. Your advice is generally applicable to product/project development.
Thanks Jonas!
Hope you learn more and teach more
This should be a GDC talk!
It was a remarkably interesting video to watch and I feel like so many things clicked for me as I was watching it.
Thank you, Jonas!
If this was a GDC talk it would be significantly less accessible (Not being able to edit the whole thing, having to pay a ton of money to GDC to even do the talk there etc.)
There's nothing wrong with this being a youtube video imo.
@@WangleLineNo one said there is anything wrong with it being a video, you just assumed that so you can be a contrarian.
@@lew.bow.studios Hey no I'm not trying to argue, I just don't think there would be any gain from turning this into a gdc talk
@@WangleLine A GDC talk means Jonas would reach a wider audience and get recognition for all the contributions he has made to the field.
GDC talks also provide a level of insight, knowledge, and understanding which is hard to match when you consider the expertise of the people they invite as speakers.
Saying this should be a GDC talk is akin to saying it should be a Masterclass, that it transcends the medium it was made for.
@@lew.bow.studiosyeah for real @jonas, see if you can do a gdc talk on thronefall
This video should be played in every game design course. Period.
I would have been very happy if somebody had shown this to me 5 years ago. That's why I made it. :D
No, it shouldn't. Not to be mean, but this is entire premise has fundamental flaws and hand waves away reality and replaces it with piles of presumptions. There is some value here, but the core idea of assuming you can engineer a solution to this problem is inherently misguided.
@@krillin6 I'd like to know those other approaches too, because, gamedev is a soft science, since we are dealing with humans, time and trends. :D
But it is okay, if you only have some broad strokes, those could be interesting starting points regardless.
Have a great day everyone :D
@@krillin6 It's not wrong or misguided, I just think you're incapable of understanding the usefulness of an illustrative analogy. This is a very good way of explaining the creative process and how to approach the exploration of new ideas.
If you think it's wrong then what's your job, experience and alternative approach?
@@krillin6a definitively seems like there's some value in your comment but unless you provide a more useful solution your assumption falls on an empty promise you know?
This is put so clearly, it's insane. Thanks Jonas.
This applies very much to all creation. The good thing about building any kind of software is that the cost of experimentation is really low. Thanks for your insights!
right once allready have the computer you allready spent the money.
@@NightmareRex6 not true really. Even if you are single developer, you still have to spend money on everyday needs and entertainment. So the longer you make your game/software, the more money you have to earn to pay that off. And if you are a company with a team of developers, their salaries will eat your budget if the development takes too long.
yeah I'm in the immersive theater field and this analysis holds true.
But each creative field will have to find clever ways for fast prototyping that lead to significant measurements. And it's easier said than done.
You have to fail often and quickly, but not too badly so you can't continue to fail.
I like you, because you are a thinker.
Self reflection, analysis and then decision making are great skills of yours and it shows.
I love the clarity in your essays.
Appreciate the kind words. Thank you.
That's exactly what i've been thinking throughout the whole video.
This is worded like a poem wha
The only bad thing of this video is that you didn't make it 2 years ago when I started my own indie game, stumbling on the way on all of these issues. It's the single best, most informative, complete and clear tool set on how to desing and make games. I will apply all of these for my next game. Thank you very much for making it!!!
what is your game?
Congratulations, this is now the most useful game design talk on TH-cam.
You’ve just summarized everything I’ve learned in 2 years of my game design bachelor and more in 26 min.
Keep up your insanely good work!
Finally, a new upload! I'm still on the second minute at this point, but I already wanted to thank you so much. You were the person who ignited my game dev journey. Before I watched your videos a few years back, I already tried Unity but gave up. But then at one random night I found your Unity tutorial video, and the next day I decided to watch it, and now it's my new hobby. I've always liked programming since I was a kid, but now my favourite thing to do (in the programming space) is making games, and it was because of you. So once again, thank you. Thank you so much for making these amazing videos, Jonas.
Brilliant! I would say that this also applies to other creative processes, like filmmaking and writing. We should always take a moment to reflect on the process and see what can be improved and what worked. I'll definitely come back to this when troubleshooting in the future. Thank you!
In a weird way this video was incredibly motivating for me. I'm at a point in my game dev journey where I've spent the last 7 years developing random odd projects and maps for Roblox. My last creation, which I finished a "final update" of in the summer of last year, is my current magnum opus. And whilst that map, called Archipelago is my best ever creation and it took 3 years of iteration and slow improvements (even a basic form of that optimised search algorithm you show throughout this video) all I have to show for those 3 years is a handful of niche players saying it's the best map in the game.
I wasn't paid for any of it. I have barely anybody who knows about it to show for it. The youtube video I made talking about it barely scraped by 1.7k views. And, it feels like that's not something I could throw onto a portfolio and wow anybody with.
All my game design and developer knowledge is so entrenched in Roblox, a platform that feels like a dying corporate hellscape, that I'm too afraid to jump across the trench and try and start from scratch learning how to make a real game in engines like godot because of the sunk cost fallacy of having 7 years of Roblox game dev knowledge.
But honestly, I've found myself coming up with 2 pretty cool ideas for a videogame that I would like to make. And they are ideas that just would not be feasible in the Roblox game engine. So I have a tough choice to make between 3 options in front of me-
1. Finally bite the bullet and start learning a new game engine. It's going to be tough, I have no experience with coding, and I know I will get frustrated many times and it will take a long time before I ever come to creating the really cool ideas I have.
2. Resign myself to the grip of my sunk cost fallacy and try emulate the games I wanna make in Roblox. This is far easier to do, but I don't think I will even be happy or motivated with the results.
3. Let another set of cool ideas I have die and take the easiest option which is to not act upon any of this.
I'm 22 years old, and part of the rising anxiety that comes with adulthood is feeling like all the free time and experimentation I had is gone. Like now I just gotta knuckle down, continue doing a real job, and have no time or energy to work on my passion projects. But I realise that that's all bull, I do still have time the only friction I feel is my own willingness to try.
This video has described many of the problems I bumped into over the years working as a team or even as a solo in my time on Roblox. I realise now that the spent time on Roblox isn't wasted, that those years of failure can be reframed to be my (very inefficient) scouting boats. I've done many of the stuff you said here before, the 2 captains problem such as me and another project lead butting heads, developers spending more time discussing the game rather than prototyping it, and spending far too much time on a prototype and making it look fancy before realising that is all wasted work.
I've learned these lessons already. But now this video has helped reframe all that into just another step of the process. Sure, my childhood is over. But my adulthood has just begun. And I got 80 more years of time left.
I think it's time I start learning how to make a game. Properly, this time.
Thank you Jonas.
Man, Zeekerss, the creator of Lethal Company was a Roblox creator too, and he jumped into gamedev and made it ! Sure, everyone isn't Zeekerss but you can try ! Good luck to you ! =D
Hey, I can't exactly claim to fully understand you since I've been playing with unity since I was 15 and have a solid background in c# already but I want to let you know that writing code is easy.
There's several messy unoptimised ways to arrive at your solution and for small games, it will not matter.
You just need a push to start.
@@soulburner1860 Thanks guys for the kind words! I appreciate it!
I'd recommend trying Unity and its native Visual Scripting, it appealed to my Lego building mind, perhaps it will appeal to your Roblox building mind. Now we have ChatGPT/Bing A.I. which can help look up answers for specific questions or coding that we want, which can be difficult to find through search engines alone
Man, this sounds a lot like me. Unfortunately my ROBLOX creations didn't even get 1/100th of the attention, my magnum opus was ignored except for the positive remarks of 2 friends who checked them out. I had developed for 12 years. It's hard, especially feeling invisible regardless of what I do or where I do it. Even if I do move past those 12 years wasted and learn Godot, i'm afraid of being stuck in that same pit as I was beforehand, going completely unnoticed despite my best efforts. Like a strange middle-ground of mediocrity that nobody could care about.
Very insightful video. Honestly that tip on switching prototypes when 2 people are both happy with theirs is absolutely genius. Never heard of that before, but it just makes so much sense.
Honestly, just thank you:
- You and your channel (Funny/Educational videos + some parts of your personality I guess?)
- Wowie game jams (One of the stepping stones on my gamedev journey)
- Discord community (I'm not a native English speaker, yet was reviewing games in room with a lot of people)
- WYS arg (I've learned CUDA programming and other stuff, met new people and still having a great time)
I've learned a few things just from a gamedev process presented in a funny/interesting way (devlogs). Now you're giving us compacted knowledge in an easy to understand metaphore. I don't even know what else to ask for.
Keep up the good work :D
One of the most valuable videos I've watched on TH-cam. Made me realize creativity is a form of open ended problem solving. Thank you for sharing your insights
AMAZING analogy for really any creative pursuit, not just for game development. I've never made a game in my life but I can tell you I've used these exact same ideas within video making. Great video!
This is phenomenal, very clear and cleverly explained. I will add it to the resources for my production course (and also to my own tool belt). Great content as always, Jonas!
You avoided scope creep masterfully in this video by only talking about games.
But I feel like you know it very well that this applies to so much more than that!
Thank you for this video, it will be very useful in many ways - including approaching software projects!
I think the reason it’s specific games is because if you show this video to fine art students instead CS students they will be (rightfully) pissed. I’m professional computer scientist, and the understanding of optimization displayed here is something that would appeal to someone with a bachelor’s understanding of computer science but would be criticized by someone with a Master’s understanding. There are huge philosophical issues with this approach that can only be ignored if you take a reductionist mindset.
I've been waiting for a new video and I'm already so excited 10 seconds in. Honestly you rekindle my love for game dev and I can't thank you enough.
I have completely ruined every game I have ever tried to make, experiencing those 4 red flags you mentioned every single time in that exact order and couldn't figure out why. Thank you for this.
I like how logically sound this is and I can really appreciate the certainty of direction in how to refine and feel for a game you're trying to make so that it becomes as successful as possible, but oftentimes indie developers just wanna make a game that they want to make because they were inspired by something and they wanna see their personal creativity come to life. In that case, it doesn't matter how deep they go, maybe they just like to sit in the shallow waters because it's clean and pleasant.
Jonathan Blow has many talks about game development, and he uses the analogy of game design as a search algorithm fairly often. See e.g. his PRACTICE 2014 presentation, his talk "How and Why", his "Truth and Game Design" presentation, and especially his "Indie Prototyping" talk and IndieCade 2011 talk with Marc Ten Bosch, where the prototyping and exploration of design is discussed in detail.
Your perspective is valuable though, because you are approaching this problem more as a businessman rather than an artist, and thus are much more concerned than Jon is about the cost of exploration. Jon is the kind of captain who will fly to different lakes around the world, and then when he finds one he likes, he'll rent out a submarine team to construct a 3D sonar map of the entire lake floor, and damn all the costs. For those of us more concerned with taking on debts in an inherently risky industry, your advice is much easier to follow.
Wonderful insights. I’m not a game dev but I feel this wisdom applies to so much in life. As a software dev I often feel more comfortable trying to “build the thing right” where actually there’s more value in building the right thing. The search algorithm parallel illustrates that beautifully.
What a phenomenal video. The boat with the search algorithm example was surprisingly coherent and a perfect fit for concepts of game design. It was very easy to follow and understand that I bet I can show this to someone who knows nothing about games in general and they would have a much better understanding at the end of it, that's how good this video was.
Well done man, you have made one of the best game dev adjacent videos out there.
Casey Muratori first introduced me to development being very similar exploration. His frame of reference was contrasting it with bloated and slow codebases that dominate the software industry, and the SOLID dogma. But Jonas' version is much more constructive, transparent, pragmatic and beginner-friendly. Casey's talk (Where Does Bad Code Come From?) is much more like a rant.
well said. i agree with you, mr. sunderland
Concise framing, no-fluff delivery, clear visuals. Factual, relevant, actionable. Incredible signal-to-noise ratio. This is a conference-worthy presentation of the highest grade. You'll pay a lot of money to see a talk by some industry leader presenting their insights and will not get more out of that.
The "Captain Teleport Switch" is especially smart and can be applied well outside of game dev as well
Magnificent work, Jonas.
So my strategy of not having a plan isn't a great strat? 😅
Depends on what you are optimizing for. If you are optimizing for your personal enjoyment, it might still be a valid strat.
Well you do have a video thumbail saying "2 YEARS WASTED"...
🤔@@NihongoWakannai
Absolutely fantastic video. I'm a Design Teacher and Board Game Designer and this has just brought so many nebulous ideas about the design process into crystal clear focus. Bravo!
I am not saying this in any way to disparage this video, your work, or you. Just wanted to say that first, because the tone of my next sentence should be taken as a joke for the best effect:
Congratulations, you have discovered software development life cycle fundamentals!
Nearly everything you described is a part of the fundamentals of every approach to organized thinking around software development.
It's the one part of game development I've never struggled with, because it's the part I've done for a living outside of the games industry!
You're doing an excellent job, both in discovering these concepts independently and, more importantly, in communicating them effectively!
AND, to be clear, a lot of big software development companies struggle with these concepts, so you're way ahead of the curve. ;)
Yep! Most indie game devs come from the creative world rather than the software world so it makes sense that project management isn't most people's strongsuit. But this guy seems to have figured it out on his own, so... he must be pretty good at it, I'd say.
Was that software development fundamentals? Most softwares are developed through waterfall method with a specific business needs (or rather wants) are given from the top. Then the dev team mostly just use existing parts and methods to fulfill that in mostly routine ways.
Even with more agile development, the specifics of the "search algorithm" described here is VERY rarely used (at least in my experience). The emphasize is usually in exploring fast, not exploring in an optimized way.
@@iruns1246 the "search algorithm" is a clever metaphor for the process of building software, that's all I mean.
@@b4ux1t3-tech I know, but the specific methods mentioned in the video aren't standard practice in software development. It's certainly not "fundamentals". AFAIK in my experience in software dev any way.
There are definitive fundamentals like clean code, documentation, testing etc, but optimized exploration is not one of those.
Most software development projects are using and remixing already established scripts and practices. VERY few includes "searching" for new stuff. And even when searching, it's rarely done in an optimized way.
This was an awesome essay that easily extends to other kinds of design! Two points blew my mind: 18:26 prototype art and gameplay separately and 21:34 address an impass by having the Captains switch POVs. Thanks for sharing!
This is one of the best game dev videos I've seen. Explores the problem space very well, provided great examples and solutions. We're working on our first steam game right now and I found it super helpful, thank you!
I almost didn't watch this because of the plain thumbnail and vague title, but I'm SO GLAD I added this to my watch later and it auto-played this. An hidden gem of a video, and immensely helpful for me to understand. Good stuff!
Absolutely amazing video. This has given me a completely different perspective on game dev. I'm suprised this topic (the search for the game) isn't more talked about and explored. Loved the addition of your own formulas.
Awesome video Jonas, I keep struggling with completing my game ideas and one aspect is I'm trying to do something small to have a finished game before moving onto the the "dream" game, so I'm not emotionally invested in the idea I'm working on. But I also when making these small games don't search, I just think "this is a cool idea", start developing it, trying to implement art, and hating everything about it. Will need to try to internalise some of this advice for sure.
I don't always agree with what you put out, but this one seemed like a very good and fresh approach to a very common problem, great video.
Helps heavily with game design decisions, excited to see your next project :)
Okay but I don’t want to make the best game, I want to make MY game.
Then you don't test out anything besides if it's working until you're done.
But unless you're all Knowing you should research what you yourself might like more as well
As long as you can accept that it might not sell well.
@@renakunisakiWhy wouldn’t I? I should point out though that there is a big difference between attempting to optimizing revenue without constraints and tweaking MY game to have greater appeal.
This channel is such an amazing channel for game developers / designers, one of the best channels out of the 800+ channels I'm subscribed to. Love all the insights, the speed and pacing of the video is just perfect and very very interesting topics. Love everything!
Yeah, luckily the multibillion corporation Epic Games DARED to mimic the most popular game genre of the era and leave their base building zombie survival tower defense action strategy part behind.
The big jump was development-wise, it's not easy to shift a game idea that much
Your acting like it was obvious and simple. Look how many games copied the battle Royale genre and see how many are left after a couple of years.
im still salty that they did that, i loved the original idea
You can knock it, but it worked
@@billmore6486Tbf a lot of games were hopping on the battle royal bandwagon after seeing the success of pubg. And given what we know about Epic Games it’s not surprising at all they’d ditch a project to hop onto the next more promising opportunity lol, they do it so much it’s a meme at this point.
"Design is a search algorithm."
This is why the best design and "creativity" so often feels like discovery of something existing. Our Engineering Design professor told us design was near impossible to teach because there was no single road map, but you've hit the nail on the head: That lack of map is the point; Design is a search. Thank you.
This analogy is perfect. I really, really hope the algorithm pushes this because this video truly deserves it.
Man, you left me speechless. This video is invaluable. I'm amazed by how much knowledge and fundamental understanding you have and how you managed to pack all of this into a short video with such a great balance of abstract concepts and very understandable concrete examples. Thank you so much! I still need to process all of this tho, and rewatch video a few more times xD
If you took out the game dev parts of this, it would feel like a lecture on machine learning lol. The first couple are obvious immediately, infinite search space is true for pretty much any "real world" problem, wrong reward function is just the alignment problem, etc.
I think that's because both the video, and machine learning algorithms, are designed to recreate an iterative human learning process.
That’s exactly what it is, it’s basically a repackaged lesson on computational creativity, except it accepts it as fundamental reality instead of a model for COMPUTERS.
Your game topics are always quality and vids are well-produced.
This video title is NOT a clickbait!
What an absolutely fantastic video! Thank you for putting the time into this, this is brilliant. I love your section on multiple captains and how to overcome it, as that is a hard a one, but I think what you suggested really is the best, let both captains explore their own idea more and see where it leads, or let each captain have a go of the other's ship to see what happens
There's also "flip a coin, come back to the other spot later"
Copy + Paste "Promblem". Fast, but not accurate.
you are one of the best game dev youtubers out there please never stop
Sure... You can get caught up and lose many hours of sleep thinking about search algorithms to calculate the optimal indie game. Or, you just make games because you want to create enjoyable games. And if you enjoy it, someone else probably will too.
I think this is the way. At least for me. I've played my own game for hundreds of hours at this point and still have fun. It's easier to motivate myself to keep working on it due to this aswell. We'll see when it releases, but based on alpha feedback I'm not alone in enjoying it. 😊
i keep thinking “god it would be so cool to have mirror’s edge in night city with cyberware” but i have no interest in game design
@@thedude6058ghostrunner exists already
I also have to wonder, there are many issues with analysis, incentives, and scale that plague large games, and the benefit of indie games is that they lack them
I don't think you understood the point of the video. He isn't saying you should spend time "thinking" about ideas. He's talking about rapidly prototyping, and working smarter instead of harder.
Often, the ideas we think will be fun end up not being as fun as we think. The best path to success is to fail early and often so that you really prove your idea instead of realizing you made a dud over halfway through development.
This video just started with autoplay in my background while i was figuring out some coding problems. Turns out, 3 min into the video i was so hooked that i forgot to code and just watched it on my main monitor. - So congratz you made it from the background voice to the main attraction in like no time.
Great video btw.
Haha. Thanks. :D
It's weird to use Fortnite as an example of a daring development jump when they were riding the wagon that Playerunknown's Battlegrounds had set out on
It was a big jump from what they had and knew. To what they ended up with.
This was one of the best videos in game dev I've watched, great job and congrats on your success!
I'm sorry but there's nothing wrong with making a clone of an existing successful game. Hell I would kill for a clone of let's say Sea Dogs. All you need to do to be better than Sea Dogs is just make it in 2024 instead of 2001 and voila. Not new but better.
My friend would have said the same thing. I'm not sure ever had an original idea in his life. He looks at how the leading players in his industry do things and copies that. Very very successful.
@@richardhall5489 People who could not come up with a username without numbers but talk shit about others who are not original enough:
@Isabel-pw6zuNo, you piece of shit. This is serious talk.
Just kidding. It is getting heated in here lmao
Why are you sorry?
@@Atezian I'm sorry I don't know!
Man, I found your channel a couple of years ago when you were crunching all the sound bites into Will You Snail.
You came a long way, Jonas.
Making an indie game is expressing yourself and your ideas. So you search for the resources for that expression. It is not about the best, but about being understood correctly. AAA games are about just making product the people will buy. So AAA games don't express ideas, but instead monetize of the patriarchy's insecurities and crave for violence, offering men an illusion of being say an all powerful dictator or a serial killer.
Lady, 2016 was 8 years ago, it's not about the patriarchy.
How does the game "Minesweeper" fit into this theory of yours?
Excellent video. I especially liked the advice of having the two "captains" switch places and experiment with each other's prototype. That's a really specific, interesting piece of advice.
This is honestly one of the most direct and sincere videos on game dev i've seen. You brought up some excellent points and ideas with great explanations to boot. Love it!
I really love this boat concept! it really helps understanding the problems and solutions in game dev with a boat analogy. I'm gonna send this video to my game design lecture from a Uni i used to study and hopefully they use it for classes.
Thank you Jonas. I now officially feel like a game dev Roomba 😮 (Great video)
Amazing and super helpful video Jonas! It's a very original and powerful way of dealing with gamedesign! I love it! :)
This is a masterclass.
This video is so important! Thanks for your work, and thanks for sharing your valuable experience!
Funny thing, I feel like you made this video using the same advices you give in the video. You go to the very essential things, being very quick and efficient. No superfluous visuals, no superfluous words, even the ending, quick, concise, efficient. F*****g BRILLIANT.
So cool to hear this from a dev of a game I ACTUALLY PLAY! Love thronefall, great game, and this video was so insightful, thank you!
This video alone has literally put the entire game dev journey we had been going through for past 3 years into a new perspective. Incredible video Jonas! Thank you so much because you literally saved us.
I've watched many movies on this subject, but this one summarizes all of them in a nutshell. Amazing work, Jonas! I'm speechless.
What an absolutely on point metaphor. I’ve been thinking about this for quite some time (I was leaning towards an iceberg analogy), but you really nailed it.
10/10 video
this is everything any gamedev needs/ wants to hear, i like ur visualization of the problems themselves and the solution etc this is widely helpful thanks for it bro
You singlehandedly earned my subscription, in a single sub-30 mins video, and that's quite the achievement, congratulations and thanks for all the awesome tips :-)
This must be one of the most important videos of all times for indie game developers. It must be watched by every designer, developer, artist, and any other person involved.
This is an eye-opening video ! More significant than the countless others I watched about gamedev for years. There are some points I'd partly disagree with, for instance, I'd not say the commmercial success of a game is entirely defined by its intrinsic qualities, but everything explained here is incredibly true and useful concepts ! Thank you so much for putting this together !
Love the video. For problem 4, I would say there's also retaining players. This gives actually more free advertising as retained players are likely to make dedicated TH-cam videos. People are more likely to keep sharing to their friends, and may invest more money into the game. Helps build up a strong community,.
“My game islanders” HUH??? That hit me out of nowhere man. Fantastic game. I was already liking the video but I won’t lie, I started appreciating your advice more after learning you have actual cred. A lot of indie game devs on TH-cam lack the success and experience to back up their claims and statements.
This is one of the best videos on the specific topic I've ever seen.
Probably the best video about game designing i 've ever seen (and i saw many in the last couple of years).
There's a lot to digest here. I think this will really help me in deciding what kind of game i want to develop, and how to get there.
Thank you!
Loved the boat metaphor, really helps understand the logic behind the difficult task of Game Developing, I'd try applicating these ideas where I see fit, thank you
This is astoundingly good. This doesn't apply to just games, it applies to all product development. Well done.
This vidéo = instant classic!! You brilliantly (and visually) articulate what I've personnaly experienced in game design (and creativity), including mistakes :D
This is brilliant man. Thank you for sharing. I feel like I instantly leveled up by watching this. Not just as an indie game developer, this applies to any project/business idea/startup. Again, thank you.
I am twice your age and still waiting for my breakthrough. Thank you for the insights, it is very helpful! I wish I was able to give more back than a like and subscribe, and well, playing your games obviously.
I've been writing code to automate work for a couple years now, been gaming since dad taught me to install Orcs & Humans on MS-DOS.
Something about seeing your hand-drawn assets in the quick tower-defense prototype really just helped me get over the hurdle of being intimidated by missing assets.
I've started a new prototyping project and it already feels so liberating with some of your points in mind.
Thank you, sincerely.
6:10 I fully agree with this, some people have questioned what makes my game unique, but its kinda hard to explain. Im not the type of guy who can make a clever little game that entirely revolves around its one unique mechanic or concept, my gameplay is pretty straightforward, a bit of platforming, a bit of shooting enemies, but what makes it special is the authentic artstyle and story/worldbuilding, its general atmosphere. then, once Ive got that worked out, I can then focus on how to make each aspect of that unique using the already established world and its characters
also I love the analogy for this part lol
Very interesting video.
I feel what you talk about is a wider version of a bottom-up approach (which is a similar process but for a specific game in research of game mechanics).
LOVE THIS. Thank you! Valve has many older videos where they talk EXACTLY ABOUT THIS! Specifically, Robin Walker interviews
When I first saw this video, I thought I might be wasting my time because I could be working on a module of some kind or watching a more technical tutorial, but it turned out that this was incredibly beneficial to my approach. The multiple captains solution alone made the time worth it. Very well said, and thank you.
This video is gold!! Over the last 2 years I have struggled with just getting started on my game dev dream (tutorial hell and imposter syndrome). This information is what I needed to plot a course towards my first game. Thank you very much.
This is pure gold! One of most useful videos I ever watched. Thank you Jonas!
Well done. This easily covered many separate bits of advice I had seen over the years. (Prototype often, playtest (valve's secret weapon), players only care about the final product, a game is the "sum" of its parts, you will scrap things, and even that when you set out to make X, you many end up fining out you should make something else so, do so!)
Wow, this is a fantastic video! Looking at my current project, I didn't send any search boats (prototype) which made later development a big pain. Definitely need to get better at prototyping before committing. This is a masterpiece vid, thanks Jonas! ❤
So, so, SO very well done. Thank you. I will be incorporating this into my game development classes.
Love the analogy to search algorithm, and using boats investigating fish & depth. Very solid advice, and well crafted communication of that advice. Thank you for putting this together, and sharing your knowledge!
Such a great and valuable video. Found alot of parallels to our game.
This guy is the biggest nerd in the best possible way. Search algorithms, formulas, like appeal = (polish + fantasy) * readability. This is how I best understand things, too! I want to work for someone who understands things this well! And understands the threat of scope creep.
seriously one intense video that not only describes how designing video games works as source of revenue, but you can also apply this concept to pretty much anything in life that you want to improve. Well done inf/10 score for you on this video!
I wish I could like this 1000x. I will show it to everyone until they know it by heart. Probably the most pragmatic and surely useful video I've seen on the youtubes.
It's stuff I've been saying for years, but so well put and better explained than I ever was able to.
One caveat though, about completely separating art and gameplay; that works really well for the type of games you make, but for an MVP for a platformer for example, you may really want some amount of animation and design, or else your playtesting will lack appeal and your data will be wrong.
Okay don't take this the wrong way but i used to skip your videos in the past because i didn't like them very much. BUT HOLY HELL JONAS you have redeemed yourself!! Your quality has become outstanding of your videos! Your a great teacher man! Thumbs up and subscribe for you!
A really well thought-out couple of extended analogies! This is gamedev greatness, Jonas, well done.
Great video. Along with “can we make this button fun”, I think this will be an easy reference video for the future 💪
Damn, that was a really good presentation! The analogy with the ship works just so damn well, very good job there!
This is so informative with all your personal experiences sprinkled lef and right. This is lovely