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Create free accountI think your neighbor bill on my pizza game design pizza about making games alone versus making games together in a team which one do I like better I'm currently working on three game projects we use my office lava and the university project main project at the moment is the university project pizza power is cold water I'm so stupid I'm not good at making food if you make games alone everything just takes forever basically we use nail and over snow where I did I'm doing those projects alone but the university project I'm doing in a small team you get stuff done so much quicker it's absolutely insane what would you prefer if you had the choice between making games alone and making games on a team both both sides have tremendous downsides for example if you work on a team you have to compromise you can't do
everything your way but then on the other hand you don't need to do everything yourself it's just so much quicker and all the people in your team have different strengths I'm just not that good at art and having someone in my team that knows how to make things look good is very nice maybe maybe maybe if I try super hard I can get the same visual quality but it would take me just a lot longer [Music] especially if it allows you to focus on the things that you like doing for me that's everything game design gameplay related balancing and concentration like that's definitely what I enjoy most at the moment I can roll out of that in University project which is absolutely awesome and my personal in deep depth projects I need to do everything myself by the way three projects at once I don't know why how I got that idea the
probability that I will finish all three of those projects realistically speaking [Music] [Applause] [Music] [Music] go grocery shopping I really wanted to continue developing all this Nova but at the moment it's just my weakest project and just was a little stupid and I'm experienced when I started it and I made a lot of mistakes the understandability is a big problem doesn't have all that much appeal just didn't work as well as I thought it would will you snail works a lot better because it has a way higher simplicity while still having an interesting concept if you want to do something different if you want to do something
special you don't need to make it super weird and confusing which is what I did with over Sonova but you can also make a simple concept what appealing that definitely works a lot better with Lily's nail it's way more simplistic and still interesting and fun to play and even more so with University project I hope but I can't tell you anything about that one yet but I think you'll like it we'll see oh this looks like raining I still feel so weird recording myself in public everybody's staring at you hope I get used to it because in theory you shouldn't care what others think about you especially random strangers on the street I really shouldn't care about that at all but in practice I do hmm so hope I can change that because
recording and being able to record in public areas is just pretty useful it saves a lot of time and it's also interesting to watch so I'll get used to that and I hope it won't start raining but first and foremost what will I do with all this nova a lot of you asked me that will I continue developing over Sonova oh it's windy can you hear that wind I bet you can hear that wind [Music] well I still continue developing over Snover yes of course I will all right [Music] yes I want to keep developing all this Nova I don't think the scam will be as big as planned I think I'll try to finish all snow over relatively quickly turn it into something cool and something playable but I don't feel
comfortable putting all my eggs into that basket there are too many warning signs and I think all of us probably not the game that will make it can I think I might I might be mistaken I I don't feel it for almost making games is just like making pizza when you eat it it's County doesn't have a very nice pizza the problem is just at the moment I don't have that much time to work on my games because I'm working a lot on the university project 8 a.m. to 6 p.m. and after that I kinda just relax and work on the YouTube videos that also some huge amounts will use name the concept rock will use name at the gameplay are pretty damn solid not so sure about the
look enemy fire game looks like it's one of the deciding factors probably I'm trying to put a little more emphasis on that word will you snail it and it still the postal crabby but not too crappy because too crappy is bad let's also discuss how it's going with the new channel we haven't done that in a while I'm a little worried I don't really want to do that many blocks at the moment because I feel like they don't provide as much value I pretty much did my job at documenting my week at documenting my day you can go ahead watch those blocks and sometimes I feel like I can provide more value if I do different kind of content a lot here here for not so I guess we need to do those as well I really haven't figured my content
strategy out yet I also don't really feel comfortable with making this too much about me but at the same time it already is about me so I don't know man I don't really know I just keep experimenting with different kinds of content and earlier or later we'll figure out what works and what doesn't and everything is related of course and then you better just tell me what you like and what you dislike so we can do more or less of that this dish this video is also just a content experiment what happens if I do have Locke without being absolutely crazy and childish don't wait don't get me wrong I like being crazy and childish but I just want to see what happens if I do a video like this you know so I don't feel like being crazy today so just just fits to
my mood quite well let's do that experiment do you still like my blocks even if they're a little more down-to-earth and randomly or does that not work for you we'll figure it out let's put that into the oven and you turn it on first isn't it just getting started there's not an infinite amount of value there there's not an infinite amount of advice I can give you so just documenting what anyways there's more content I guess and this also a bit of controversy cooking video and cooking yeah are you happy I hope so but definitely let me know what you think about the current state of this channel we want to see more deathlok's blocks or just general game design tips to figure something off so no biggie no worries I'm not out of ideas yet I just have to do my thing and I'll just do whatever I feel like because maybe
one or two weeks ago I got sucked a little too deep into the YouTube social media hold again and I started carrying a little too much about my likes my followers and all that sort of stuff so I'm trying to dial it down a bit so maybe that's another reason why I'm just making a little more of a chill chill this time if that means the quality and if you can cost out of it burnout is not a line or notice of a real thing sometimes it's a little hard to tell whether you're actually burning out or whether you're just looking for an excuse to stop working so don't work on your game too much they get a little easier in now in 10 don't get lazy 70 oh this looks delish
[Music] and really hungry right now I've been waiting for this moment my entire light candle sucks that I can tell you about the university project yet because that's gonna be really cool and really exciting the next steps for bilious nail are just continuing to polish the first levels because as soon as i'm happy with the first levels i think making the rest of the levels will Kegel that long bye still trying to figure out the look and trying to put as much crazy and funny detail into the first levels as possible so is really interesting and entertaining to play like the randomized death animations and the little things like that I think help at home to make it give it that entertainment factor and
that much ability that juice craziness that I wanted to have let's try that pizza thick [Music]
The process of independent game development mirrors the complexities of culinary preparation, requiring a balance between individual creative control and the efficiency of collaborative efforts. Working alone allows for total autonomy over game design and mechanics, but it significantly extends development timelines and forces the developer to manage every discipline, including art and balancing, regardless of personal proficiency. Conversely, team-based development—such as university-led projects—facilitates faster production cycles and allows team members to leverage diverse skill sets, though it necessitates compromise and a loss of singular creative vision.
Current development efforts are split across three distinct projects, each at varying stages of maturity. The project Will You Snail serves as a primary focus, emphasizing a simplistic yet engaging core concept that avoids the over-complication found in earlier, less successful endeavors like Ovus Nova. While Ovus Nova remains in development, it is treated as a secondary priority due to initial design mistakes and a lack of market appeal. A third, undisclosed university project is currently the most time-intensive, occupying the majority of the workday and demonstrating the benefits of team-based workflows.
Strategic challenges extend beyond game design into content creation and professional sustainability. Managing multiple projects simultaneously creates a high risk of burnout, necessitating a disciplined approach to time management and a shift in focus toward long-term project viability rather than immediate output. Furthermore, the evolution of a content strategy remains an ongoing experiment, balancing personal vlogs with technical game design advice. The overarching goal is to maintain creative authenticity while navigating the pressures of social media metrics and the inherent volatility of the indie game industry.
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Thomas Brush · 2026
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