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Cover of I'm A Full Time INDIE GAME DEV And STUPID...
10 min
Thomas Brush10 min

I'm A Full Time INDIE GAME DEV And STUPID...

The development process for independent games often involves a chaotic, iterative workflow characterized by technical experimentation and unconventional design choices.

  • Independent game development is characterized by a non-linear, iterative workflow where technical experimentation and trial-and-error cycles are essential to the creative process.
  • Even with fifteen years of professional experience, developers frequently encounter unpredictable behavior and bugs within standard game engines like Unity, particularly regarding physics triggers and animator controllers.
  • Rapid prototyping using custom assets, such as bounce pads and environmental textures, is a critical method for testing gameplay loops and refining mechanics.
Thomas BrushSep 2021
Cover of Creating Newstalgia for 'Crash Bandicoot 4': Modernizing a Classic IP
28 min
Game Developers Conference28 min

Creating Newstalgia for 'Crash Bandicoot 4': Modernizing a Classic IP

The development of Crash Bandicoot 4: It’s About Time focused on revitalizing a dormant franchise by balancing modern innovation with the authentic "newstalgia" of the original 1990s trilogy.

  • Toys for Bob positioned 'Crash Bandicoot 4: It's About Time' as a direct sequel to the original 1990s trilogy, targeting the core audience that grew up with the franchise while avoiding the risks of a complete reboot or a radical departure from established gameplay.
  • The development team established three core pillars—tone, gameplay, and visual identity—to guide decision-making, ensuring the game remained authentic to the series' 'Looney Tunes' inspired DNA while modernizing the experience.
  • To maintain the series' reputation for high difficulty while increasing accessibility, the team replaced traditional life-count systems with a 'Modern Mode' that offers unlimited lives, allowing players to choose their preferred playstyle without compromising the game's challenging level design.
Game Developers ConferenceSep 2021
Cover of Playing My Students' Game Jam Games (Theme: The Golden Rule)!
13 min
Thomas Brush13 min

Playing My Students' Game Jam Games (Theme: The Golden Rule)!

This summary examines the outcomes of a private game jam conducted for the Full-Time Game Dev community, which serves over 2,500 students globally.

  • The 'Full-Time Game Dev' community, comprising over 2,500 global students, utilized a game jam centered on the 'Golden Rule' to test rapid development strategies.
  • The winning entry, 'Get Yeetin,' demonstrated that minimalist art and humor can effectively communicate complex themes by mechanically linking player actions to direct consequences.
  • The second-place game, 'Are You Human,' utilized a creative captcha-style UI and shared damage mechanics to integrate its thematic puzzle elements directly into the user experience.
Thomas BrushAug 2021
Cover of Fireside Chat: Is it Time to Rethink the Ad Monetisation Waterfall
30 min
PocketGamer.biz30 min

Fireside Chat: Is it Time to Rethink the Ad Monetisation Waterfall

The mobile advertising landscape is undergoing a fundamental transition from manual, waterfall-based mediation to fully automated, real-time bidding.

  • The mobile advertising industry is transitioning from manual waterfall mediation to fully automated real-time bidding, with full adoption expected within the next two years.
  • Privacy-related changes, specifically the deprecation of IDFA, have triggered a 20% to 50% decline in eCPM across the industry.
  • Developers must move beyond eCPM and fill rates to incorporate payment terms and opportunity costs into their financial models to accurately assess the net value of ad networks.
PocketGamer.bizJul 2021
Cover of Panel: The Perfect Storm: Identifying the Best Time to Connect With Publishers
50 min
PocketGamer.biz50 min

Panel: The Perfect Storm: Identifying the Best Time to Connect With Publishers

The modern video game publishing landscape is defined by intense competition, with top-tier firms receiving up to 2,000 pitches annually.

  • Top-tier publishers receive up to 2,000 pitches annually, necessitating a highly targeted approach that prioritizes cultural and operational alignment over generic project proposals.
  • Developers must move beyond conceptual pitches by providing a playable prototype or vertical slice that demonstrates core gameplay mechanics and execution capability.
  • Long-term viability should be validated through objective market signals, such as Steam wishlists, Kickstarter campaigns, or soft-launch data, to justify continued investment.
PocketGamer.bizJul 2021
Cover of What They Don't Teach You in Art School: Lessons for First Time Leads
50 min
Game Developers Conference50 min

What They Don't Teach You in Art School: Lessons for First Time Leads

Transitioning from an individual contributor to a team lead in the game industry requires a fundamental shift in focus from personal artistic output to the cultivation of team health and project stability.

  • Transitioning to a lead role requires shifting focus from personal artistic output to service-oriented management, prioritizing team health and project stability over individual technical tasks.
  • Operational efficiency is maintained by using rigorous data collection for scheduling, detailed asset checklists for cross-departmental handoffs, and strict time limits on brainstorming sessions.
  • An optimal team size is approximately five members, which facilitates more personalized management and clearer communication channels.
Game Developers ConferenceJun 2021
Cover of When Trainers' Eyes Meet: Creating Real Time Combat for Pokemon GO
31 min
Game Developers Conference31 min

When Trainers' Eyes Meet: Creating Real Time Combat for Pokemon GO

The introduction of real-time combat to Pokémon GO serves as a strategic initiative to bolster player retention and re-engage lapsed users by transitioning from traditional turn-based mechanics to a faster, more interactive system.

  • The transition to real-time combat was a strategic move to increase player retention and re-engage lapsed users by shifting away from traditional turn-based mechanics.
  • Developers balanced accessibility and competitive depth by combining simple tap-to-attack controls with tactical features like protect shields and secondary move slots.
  • To mitigate pay-to-win concerns and ensure competitive integrity, the game utilizes tiered battle leagues (Great, Ultra, and Master) defined by specific combat power caps.
Game Developers ConferenceMay 2021
Cover of Towards Filmic Quality at 30 FPS: Real-Time Ray Tracing for Practical Game Engine Pipelines
69 min
Game Developers Conference69 min

Towards Filmic Quality at 30 FPS: Real-Time Ray Tracing for Practical Game Engine Pipelines

Achieving filmic visual quality at a consistent 30 frames per second requires a strategic integration of real-time ray tracing within standard game engine pipelines.

  • Achieving 30 FPS filmic quality requires a minimal ray strategy of one to four rays per effect, paired with temporal accumulation and joint bilateral filtering to manage noise without heavy denoisers.
  • Computational load is significantly reduced by rendering indirect specular reflections at quarter-resolution and utilizing camera-aligned voxels for spatial management.
  • Performance is maintained by combining brute-force path tracing with light probe systems using spherical harmonic encoding to ensure visual stability.
Game Developers ConferenceApr 2021
Cover of Time is Money - Five Ways to Up Your Game Development Process on Your Way to Hypercasual Success
31 min
PocketGamer.biz31 min

Time is Money - Five Ways to Up Your Game Development Process on Your Way to Hypercasual Success

The hypercasual gaming sector demands a high-velocity development framework where the transition from initial concept to market-leading success occurs within a four-week window.

  • Hypercasual development cycles must be completed within a four-week window from initial concept to market launch.
  • Concept viability must be validated before full production by using click-through rate video ads and cost-per-install metrics to confirm market demand.
  • Strong day-one retention is secured by creating a frictionless initial player experience with intuitive onboarding that eliminates early user frustration.
PocketGamer.bizFeb 2021
Cover of Real-Time Data Processing for Multiplayer Online Games
21 min
Game Developers Conference21 min

Real-Time Data Processing for Multiplayer Online Games

The primary objective of real-time data processing in multiplayer online games is to provide immediate insights into player behavior, revenue streams, and system integrity.

  • A robust real-time data pipeline for MMORPGs relies on a three-tier architecture: Logstash for collection, Kafka as a high-throughput distributed transfer station, and Flink for real-time computation.
  • Kafka serves as the central message broker capable of processing millions of messages simultaneously, offering fault tolerance and easy horizontal scaling without server downtime.
  • Apache Flink is preferred for streaming analytics due to its 'exactly-once' processing guarantee, which prevents data loss or duplicate calculations, and its checkpointing mechanism for recovery to specific time points.
Game Developers ConferenceNov 2020
Cover of Beta test my next major game project?
19 min
Thomas Brush19 min

Beta test my next major game project?

The platform Full-Time Game Dev serves as a comprehensive educational resource designed to transition aspiring developers into full-time careers within the independent game industry.

  • The 'Full-Time Game Dev' platform posits that technical coding skills are secondary to mastering marketing, business operations, and funding strategies for a sustainable indie career.
  • The curriculum is built on the creator's decade of experience launching titles such as 'Pinstripe' and 'NeverSong'.
  • Core modules integrate technical instruction in 2D illustration, C# programming, and Unity with business-focused training on social media growth, game design bibles, and Steam launch execution.
Thomas BrushOct 2020
Cover of Love Bros: How Companies Should Stop Wasting Time!
67 min
GameMakers67 min

Love Bros: How Companies Should Stop Wasting Time!

Corporate inefficiency stems primarily from excessive meeting culture and a failure to protect time for deep, focused work.

  • Organizations must protect deep work by decoupling the schedules of makers and managers to prevent productivity-killing context switching.
  • Replace redundant meetings with asynchronous communication tools, such as status notes and video updates, to reduce operational bloat.
  • Mandatory meetings must be strictly limited to 30 minutes, featuring clear agendas, designated owners, and the smallest possible participant list.
GameMakersOct 2020