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Cover of How To Actually FINISH & SELL Your Indie Games (Webinar & Q&A)
84 min
Thomas Brush84 min

How To Actually FINISH & SELL Your Indie Games (Webinar & Q&A)

The successful completion and commercialization of indie games depend on a strategic synthesis of personal creative passion and objective market viability.

  • To ensure a game is viable and marketable, developers should release a demo early to track key performance metrics like wishlists, streamer interest, and audience engagement.
  • Developers should scale down project scope by focusing on a single core mechanic and aesthetic to increase the likelihood of actually finishing the product.
  • Before fully fleshing out a game, conduct private beta testing with a small group of users to gather critical feedback and identify technical issues early in the development cycle.
Thomas BrushMar 2026
Cover of I Tried To Remake Silksong In 10 Hours (Hint: It Was Brutal)
13 min
Thomas Brush13 min

I Tried To Remake Silksong In 10 Hours (Hint: It Was Brutal)

Recreating the visual aesthetic of a high-fidelity 2D platformer like Silksong within a ten-hour timeframe presents significant technical and artistic challenges.

  • Achieving the Hollow Knight visual style requires a perspective camera rather than a standard orthographic camera to accommodate complex, multi-layered parallaxing.
  • To maintain visual consistency across varying depths, a custom sprite shader is necessary to integrate Z-buffer depth for post-processing blur, depth-based darkening, and interaction with Unity's global 3D fog.
  • Importing artwork as PSB files into Unity allows for the automatic breakdown of Photoshop layers into individual sprites, which can then be organized into prefabs for efficient reuse and animation.
Thomas BrushMar 2026
Cover of How To Make Your Game 10X Funner (Workshop Day 3)
92 min
Thomas Brush92 min

How To Make Your Game 10X Funner (Workshop Day 3)

Enhancing the core experience of a first-person shooter relies heavily on the concept of game feel, which is achieved through iterative visual polish and immediate player feedback.

  • Game feel and 'juice'—such as particle effects, lighting, and screen feedback—can transform a boring, basic prototype into an engaging experience without changing the core mechanics.
  • Developers should avoid multi-year gambles on a first project, instead opting for small, simple games that can be completed in approximately three months.
  • A viable strategy for indie developers is to create a small-scale, hour-long game with limited scope, such as five enemy types and five weapons, priced at $5.
Thomas BrushMar 2026
Cover of The Loot box Lawsuit, Valve Vs. New York State | Design Club
92 min
Extra Credits92 min

The Loot box Lawsuit, Valve Vs. New York State | Design Club

The New York Attorney General has initiated legal action against Valve, asserting that the loot box mechanics within Counter-Strike 2, Team Fortress 2, and Dota 2 function as illegal gambling operations.

  • The New York State Attorney General is suing Valve, alleging that the loot box systems in Counter-Strike 2, Team Fortress 2, and Dota 2 facilitate illegal gambling, particularly among minors.
  • The lawsuit seeks to force Valve to cease these practices and pay significant disgorgement and fines, calculated as the total amount lost by New York residents plus additional penalties.
  • Valve maintains a strict $2,000 limit on Steam community market transactions to avoid being legally classified as a bank under federal regulations.
Extra CreditsMar 2026
Cover of Why Slay the Spire 2 exploded: Review
37 min
Two & a Half Gamers37 min

Why Slay the Spire 2 exploded: Review

Slay the Spire 2 has established a new benchmark for indie success, generating over $100 million in revenue within its first two weeks of early access.

  • Slay the Spire 2 generated over $100 million in revenue within its first two weeks of early access, with long-term projections estimating total earnings between $250 million and $500 million.
  • The game’s launch was driven by massive organic momentum, supported by 2.5 million wishlists and a pre-existing community of 670,000 Reddit users.
  • The title achieved significant market visibility during its initial launch week, recording 4 million hours of viewership on Twitch.
Two & a Half GamersMar 2026
Cover of Take-Two CEO Interview: ‘The notion that AI can make GTA is laughable’
31 min
The Game Business31 min

Take-Two CEO Interview: ‘The notion that AI can make GTA is laughable’

Take-Two Interactive CEO Strauss Zelnick asserts that while artificial intelligence offers significant potential for operational efficiency and creative support, it does not pose a threat to the traditional model of high-end interactive entertainment.

  • Take-Two Interactive projects a major shift in revenue distribution over the next decade, with the U.S. share expected to drop from approximately 65% to 20–25% as the company expands into India, Africa, the Middle East, and Latin America.
  • CEO Strauss Zelnick maintains that AI is a tool for operational efficiency and asset creation rather than a replacement for human creativity, explicitly dismissing the idea that AI can generate blockbuster titles like Grand Theft Auto.
  • Take-Two currently utilizes hundreds of AI implementations across its labels to streamline workflows and support the company's core strategy of creativity, innovation, and efficiency.
The Game BusinessMar 2026
Cover of 🚨📢BREAKING NEWS: 15% Google play fees, EA layoffs, Microsoft saving face 🤯
11 min
Two & a Half Gamers11 min

🚨📢BREAKING NEWS: 15% Google play fees, EA layoffs, Microsoft saving face 🤯

The gaming industry is currently navigating a period of significant platform adjustments, regulatory scrutiny, and cooling enthusiasm for artificial intelligence.

  • Google is reducing Play Store commission fees to a flat 20%, with further potential reductions to 15% for developers who utilize Google Play Games and cloud-based synchronization.
  • Electronic Arts is implementing workforce layoffs despite reporting record revenue from its live-service game titles.
  • Newzoo projections indicate that PC gaming revenue is expected to overtake console revenue by 2028.
Two & a Half GamersMar 2026
Cover of Whatever happened to Xbox Project Moorcroft?
53 min
The Game Business53 min

Whatever happened to Xbox Project Moorcroft?

The gaming industry is currently undergoing a strategic pivot toward hardware unification and cross-platform accessibility, exemplified by the development of Project Helix.

  • Microsoft is developing 'Project Helix' to unify Xbox and Windows hardware via custom AMD architecture by 2027, facilitating a 'build-once-ship-everywhere' development model.
  • Industry revenue growth through 2028 is increasingly driven by premium pricing strategies rather than expansion in total player engagement.
  • Games priced between $30 and $50 have emerged as a market sweet spot, successfully balancing accessibility with perceived premium value.
The Game BusinessMar 2026
Cover of Steam Scanner: Steam hits mobile studios are watching
31 min
Two & a Half Gamers31 min

Steam Scanner: Steam hits mobile studios are watching

Monitoring emerging trends on Steam offers mobile developers a strategic 12 to 24-month lead time to identify and adapt gameplay mechanics that frequently dominate future mobile market charts.

  • Monitoring Steam trends provides mobile developers with a 12 to 24-month strategic lead time to identify and adapt high-engagement gameplay mechanics for the mobile market.
  • High-engagement loops currently ripe for mobile conversion include advanced simulation, specialized tower defense, and slot-based RPG systems.
  • Market data indicates a growing player preference for high-stakes, non-PvP experiences, specifically within the PvE-focused extraction shooter genre.
Two & a Half GamersMar 2026
Cover of How To Make A Hollow Knight Style Game (Live Workshop Day 2)
141 min
Thomas Brush141 min

How To Make A Hollow Knight Style Game (Live Workshop Day 2)

Achieving the atmospheric, 2.5D aesthetic characteristic of titles like Hollow Knight requires a disciplined approach to modular level design and Z-axis manipulation.

  • Achieving a Hollow Knight-style aesthetic relies on using Unity shaders and color-shifting layers to create depth and parallax effects, rather than relying on blurring background artwork.
  • Establishing a reference sprite at the start of development—sized to the grid (one unit high by one unit wide)—is essential for maintaining consistent scale between the player character and environmental assets.
  • Parallax depth can be simulated by manually adjusting the color values of background elements, making distant objects darker to blend them into the scene's atmospheric fog.
Thomas BrushMar 2026
Cover of From League of Legends to Deadlock: Understanding MOBAs | Extra Credits
25 min
Extra Credits25 min

From League of Legends to Deadlock: Understanding MOBAs | Extra Credits

Multiplayer Online Battle Arenas (MOBAs) represent a complex, team-oriented genre that evolved from early real-time strategy (RTS) mods like Aeon of Strife and Defense of the Ancients.

  • MOBAs are defined by a two-tiered economy of experience and gold, where experience upgrades character stats and abilities while gold is used to purchase items that provide significant power spikes.
  • Minion farming is a critical strategic priority because gold and experience are lost if a player does not land the final hit on a minion, and sharing lanes reduces the total resources available to the team.
  • Unlike hero shooters where character power remains relatively static, MOBA characters can become 'fed' by accumulating a disproportionate amount of resources, leading to massive power imbalances that are driven by the underlying economy.
Extra CreditsMar 2026
Cover of Slay the Spire II Early Access First Impressions! | Design Club
162 min
Extra Credits162 min

Slay the Spire II Early Access First Impressions! | Design Club

Slay the Spire II has entered early access with significant market momentum, evidenced by a peak of over 119,000 concurrent players on Steam.

  • Slay the Spire 2 maintains the core gameplay loop of its predecessor, utilizing familiar mechanics such as three-potion slots, gold counters, and identical starting card values and upgrades.
  • The sequel introduces refined visual fidelity, including an isometric perspective that adds depth to character assets like shields and swords, alongside new UI elements like a floor timer.
  • New gameplay mechanics include 'enchantable' cards that grant innate and retain properties, and status effects like 'slippery,' which limits damage taken to one HP per instance for a set number of stacks.
Extra CreditsMar 2026

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