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Create free accountthis is where my entire game dove journey started like I was introduced to video games very early on and oh my god these images are so cute this is bonus man one of the first games I've ever created and this is will you snail the game I'm working on right now in this video we're gonna have a look at every single game I've ever made all the way from crap like this to really cool stuff like this and this that's my first words Anton's put a pin which in English basically means playing computer games you even found some of my very early games I'm not even sure when I created them but probably around kindergarten here some of my first paper games here that's labyrinth has all these paper games are basically the way to make video games when you don't know how to make video games see something definitely happened in this labyrinth
I'm not sure exactly what all I know is that this is the room where credit's my first games we had a PC here back then and my dad introduced me to a program called game maker who knows why but as a matter of fact if he hadn't this video and all the games you're about to see wouldn't exist my dad is a programmer so he knew how to get me started but obviously took me a while to get a hang of it that's why you can't aim in bonus man whenever you press the fire button you just shoot into a random direction back then a lot of my friends were playing this game so I was super proud I even gifted them to friends as a birthday present this is a game I made for my sister for example featuring her favorites of toys Nash cuts and Etsy yes the game is pretty crappy but it even had a story and I think my sister really loved it step by step I managed to make small improvements this tomato even knew how to em and I had some pretty creative ways to work around my limitations for example this is a strategy game without units you simply fight with your buildings and once again the buildings
just fire into random directions the next strategy I game I made already looks a little more advanced you can choose where you want to place buildings and had units you couldn't control them you could only say when to attack but that's a beginning just a bit later I made a game with fully controllable units if he was pretty clunky to control them but hey progress also I was pretty obsessed with drawing these labyrinths as a child so of course there had to be a game about that as well I'm really happy I still have so many of these super old games so definitely back up all of your game projects one day it's gonna be cool to look at them what you're about to see is my first horror game I'm not entirely sure but I bet this is the game I made after playing plants vs. zombies slowly but surely I became capable of making more and more complicated games so this is where my tower defense phase started needless to say I never struggled with math at school if you want your children
to be good at math led to make video games that's my parenting advice right here this is brain killer 3 no idea where brain killer 2 and 1 went but I still love playing this game and has some amazing puzzles still holds up very well today here's another defense game where you pre place all of your defenses and then what sorts of enemies run into it some of my games started opening up a little bit and became more open world-ish and less linear this right here must have been around the time where my friends started playing jetpack joyride on their first mobile devices this is when I became interested in a little more advanced act like procedurally generated levels lighting this is another runner with procedurally generated levels for example I already had my German YouTube channel teaching people how to use game maker I think I managed to get a lot of young kids into game development back then which is very exciting if you've been around back then then you probably remember this nyan cat game which has a very cool mechanic you can kill enemies with rainbow and it also attracts candy so it's a multi-purpose mechanic pacing of my game slowly started becoming
better this one is very nice and fast and here we have an embarrassing fan game I made for a german youtuber called fresh Targa depending on the character you pick here you play in a different environment with a slightly different movement set and different enemies he's definitely still making great videos to this days or shout-out to him now this game is super fascinating to me because it's Zach's super boring can only drive to the left and to the right there's nothing you can do all of the attacking and shooting happens automatically but I built such a juicy reward system on top of it that when I made this recording I couldn't stop playing while playing you collect gold and diamonds then when you finish a level you get a bunch of rewards on top of that most importantly those pin balls pin balls work like this you throw them in at the top and then you can get additional rewards depending on which hole they fall into then you obviously use those resources to buy upgrades for your robot literally the only thing missing from this game is microtransactions what a missed opportunity the next time we have a board game amazed it's called great hunter and playing pieces are pretty
awesome as well so we've got an asymmetric multiplayer this is team or series this is team grave hunter and the great hunters need to go into the pyramid past all of these traps and get the treasure and team Osiris has to stop them these are the dice so basically roll with these got a three now this was around the time when I played slender and compared to my first horror game this is actually freakin creepy cause there is an invisible monster and if you look very closely you can kind of see it but otherwise it only turns visible when it's right in front of you and that results in you constantly staring and focusing on the screen paying very close attention obviously that is great for jump scaring you [Music] now here's the point where my game ideas slowly but surely start becoming more interesting this is a game called 15-second space war it's actually a
fully functional online multiplayer game where both players simultaneously record the movement of a unit and then both of those units get played back at the same time the game goes over multiple rounds and all of the old units all of the old recordings still stay there so over the course of the game you get a full-on space war where every single space ship is actually one you record it yourself then in this mobile game you protect yourself by hitting enemies with a bouncy ball unfortunately it's an unfinished project but it feels great my tower defense game started evolving I kept making them because yeah I love tower defense here's a minigame with really sick and smooth stickman jump and run platformer controls random stuff like a digital firework for New Year's a platformer that somehow feels a little similar to will you snail and contains a lot of explosives then here we have a freakin turn-based tower defense with mining robots and factories and I don't even know
[Music] this game is pretty interesting as well because it has procedurally generated puzzles the goal is to create the flower pattern you see on the right and you do that by controlling the wind and blowing the seeds in two different directions this puzzle game is about throwing a ball that you can teleport towards I assume this was around time when I played portal just a thought what you're seeing right here is mad programmer my first big game my first big finished game it's a puzzle game but it also has some action elements the main idea is that you have these clones that mimic your movement with a bit of delay but the interesting part is that you can also interact with your clones you can push them around you can shoot them you
can destroy them manipulate their movement and that allows for a couple of really cool puzzles this is rain of death the first mobile game I uploaded to Google Play you're a little buck and you need to dodge raindrops I didn't update the game so who probably took it down due to security risks or whatever a little after that a random person reached out to me via my youtube channel Melissa she was a communication designer and she wanted to make a game with me what you see here is the result of our efforts another mobile game a puzzle game the cool thing is that you can edit levels before you play them and sniff you can also switch this gravity can walk upside down basically I never met Melissa in real life we basically made this entire giant game just over the Internet we tried selling it on Google Play for two bucks we had absolutely no marketing skills so guess how that turned out we sold maybe 200 copies due to my YouTube channel and that barely covered our expenses this is the first prototype of phished well again that definitely
played a big role for my life I can't really tell you why but if you count one and one together maybe you can figure it out when the game was done it looked like this it was also never released but I remember playing this over and over against my sister to really balance the crap out of this it's an asymmetrical local multiplayer about that compete for food and space both players have a couple of really cool abilities that counter each other in various interesting ways at the same time it feels a little bit like Smash Brothers because to collect the food you need to push the other fish out of the circle overall a very cool game should upload it somewhere so you can play it as well haven't done that yet I made this maybe five or six years ago it's called cyber chess but doesn't really play like chess at all clay place more like a modern RTS game this is your main base that you need to defend like this unit stands all units that send around it this one has an attack radius of two destroyers pretty much everything within range this is the first game I made in game school as you
can see were slowly but surely approaching the present I obviously did not make this game alone this was a three-man project and if we got a lot of help from our professors as well it was also the first time and also the only time I won an award for one of my games third place in the German multimedia that bit up this is definitely an interesting time because obviously during game school my ability to make games skyrocketed this is my first game jam game ever that I once again didn't make alone of course obviously I also kept making weird game maker prototypes but with very interesting mechanics most of the time here is a co-op puzzle game for example where you can pass these magical eyes to your friend if you have line of sight once again a pretty cool multi-purpose mechanic because those same eyes are also what allow you to walk through fire and open doors here's another game gem game about shooting cows in space it's called counter food another game gem game about visiting a game gem and another game gem game where your Center and you have to transform a desert into
a snow landscape once again made all of these inner teams I'm not trying to take credit for for the graphics for example most needed the programming here's a digital board game I started making with one of my friends unfortunately we couldn't finish it because I quit I felt like the amount of voice lines were getting out of control and I was also working on a different project which I'm going to show you next didn't do a gun spells metaphorically against the top of the book against it under this name of the game I was working on was spoon tastic baby a mobile game about feeding a baby that is possessed by the devil it spits fire it chooses you with laser eyes it's a cool little idea but unfortunately it's only fun for about three minutes and then it gets boring it's not a game I'm very proud of let's just be real here what I am proud of is this game right here it's called cake shift and it's another University project if you've ever been looking for a cool multiplayer pvp game look no further cake shift is a game about terraforming a cake you can manipulate cake pieces make them move up or down it's very
strategic and you have to reach the other side to get your teeth back once again it was a group effort so I was not responsible for these awesome graphics can't take credit for that we were a four-man team and I was mostly responsible for coding and game playing here I wrote I'm a star pathfinding algorithm from scratch because I wanted to know how that works here's another cool game ideas basically jump and run tower defense and one more magical thing that happened at game school is that I found a team that I really liked working with I hope I can make some more games with them in the future what is e right here is a routing based multiplayer game that you can play on multiple mobile devices at once without the need of having them connected via the internet I also made this awesome VR game with them in a three week university game gem and I even made another game with those guys that I'm not able to show you yet because we're gonna release it sometime soon I'm definitely freaking hyped about it and I can't wait to share the game with you really what comes next might surprise you because um I quit game school I know
what you're thinking how could I leave something as awesome as this behind and the answer is I just had to move on I knew I didn't want to go into the triple-a industry or something like that I wanted to become an indie developer and I felt for that there were certain things I had to learn like marketing myself creating awesome good quality YouTube videos and yes game school could have helped me with that as well but I think the best way to learn something is to do it to be a practitioner this is over Snover the game I was working on when I started this YouTube channel one year ago the concept of the game was pretty cool and unique fortunately it was very hard to understand and apparently not very appealing that's why I dumped the project who sorry didn't mean to say that I mean I passed the development and I started working on a game that I felt it was a lot more promising will you snail well if you've been here you already know that part of the story I made this game for break is 10 minute game challenge I made a game called Ouroboros for Jim Jam it's a game where
you sacrifice your own arms and legs to jump and activate buttons and I made overcharge a physics-based tower defense game where you have to sacrifice your own turrets to get some extra damage out of them made this for Ludum dare 43 the best thing is it feels like I just got started this journey has just begun there's so much more I need to learn so many more awesome games I need to make usually mmm my cute little office hunting my dreams looking forward to the next failure and hoping that this little kid is proud of me [Music]
This retrospective chronicles the evolution of an independent game developer’s career, tracing the progression from rudimentary childhood experiments to professional-grade projects. The narrative serves as a case study in iterative learning, emphasizing how early exposure to game design tools and a consistent practice of building, documenting, and archiving projects fosters technical growth. The developer highlights the transition from simple, random-mechanic prototypes created in early childhood to complex, systems-driven titles developed during formal education and independent ventures.
Key findings illustrate the importance of experimentation and collaboration. Early projects, often inspired by popular titles of the time, focused on basic mechanics like tower defense and platforming, while later university-based projects introduced advanced concepts such as custom pathfinding algorithms, asymmetric multiplayer, and procedural generation. The developer notes that while some projects failed to gain commercial traction—often due to a lack of marketing or overly niche concepts—these experiences were essential for refining design sensibilities and understanding the realities of the indie market.
The scope of this journey spans from early childhood to the present day, covering a diverse array of platforms including PC, mobile, and VR. The developer’s methodology evolved from solitary, self-taught programming to structured team-based development within a game design school, and eventually to independent production. A significant turning point occurred when the developer opted to leave formal education to pursue indie development full-time, prioritizing practical skills like marketing and community building alongside technical proficiency. Ultimately, the account underscores that persistence, the willingness to abandon non-viable projects, and the ability to learn from failure are the primary drivers of success in the independent game industry.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Thomas Brush · 2026
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