Skip to main content

PC reports and market data

1,844 documents·74 writers·3,153 charts and tables

Documents

Cover of Our Next Big Indie Game | What to Make? (Devlog 0)
9 min
Jonas Tyroller9 min

Our Next Big Indie Game | What to Make? (Devlog 0)

The primary objective of this development project is to select a concept for a new indie game through a structured, two-week prototyping phase.

  • The team utilized a structured two-week prototyping phase to evaluate nine initial game concepts through digital prototypes and analog card-based simulations.
  • The final project selection was a medieval-themed, system-heavy card game, chosen specifically because its reliance on UI design and character-driven mechanics aligned with the developers' core competencies.
  • To ensure project viability, the team explicitly discarded concepts requiring extensive artistic assets or complex multiplayer infrastructure that exceeded their current resource capabilities.
Jonas TyrollerOct 2022
Cover of 5 Ways To Make $100,000 By Making Games
7 min
Thomas Brush7 min

5 Ways To Make $100,000 By Making Games

Achieving a six-figure income in the independent game development industry requires a diversified revenue strategy that extends beyond standard unit sales.

  • Prioritize building a direct audience through email lists and social media to reduce dependency on platform algorithms and ensure long-term financial autonomy.
  • Diversify revenue beyond unit sales by participating in curated sales events and bundles, such as Steam daily deals or Humble Bundles, to generate significant short-term income spikes.
  • Secure professional publishing partnerships to obtain upfront capital ranging from $30,000 to over $1 million in exchange for a percentage of future revenue.
Thomas BrushOct 2022
Cover of Game Developers Are Lying To You
7 min
Thomas Brush7 min

Game Developers Are Lying To You

Effective game development relies on the strategic manipulation of player perception to create a sense of immersion and responsiveness, a concept often referred to as game feel.

  • Effective game development relies on the strategic manipulation of player perception to create a sense of immersion rather than attempting to replicate reality.
  • The primary goal of game feel is to convince the player that their actions have significant weight and consequence through immediate, exaggerated feedback.
  • Eliminating latency between player input and system output is the core requirement for a responsive and engaging feedback loop.
Thomas BrushOct 2022
Cover of My Enemies Were Boring So I Started Over (Devlog #3)
6 min
Thomas Brush6 min

My Enemies Were Boring So I Started Over (Devlog #3)

The development of a first-person shooter set within a violent game show environment highlights the critical importance of enemy design in maintaining gameplay engagement.

  • Prioritizing aesthetic asset integration over functional enemy design leads to repetitive, unchallenging gameplay where disparate enemy types share identical speed and damage profiles.
  • Success in combat design requires shifting from purely visual variety to distinct, functional enemy archetypes that force players to adapt their strategies.
  • Developers can maximize efficiency by using a single base character rig to create multiple enemy classes, modifying movement speeds and animations to differentiate archetypes like walkers, spiders, and ranged units.
Thomas BrushOct 2022
Cover of 'Sunless Skies': A Narrative Postmortem
55 min
Game Developers Conference55 min

'Sunless Skies': A Narrative Postmortem

The development of Sunless Skies demonstrates a sophisticated approach to managing large-scale interactive storytelling within a pre-existing lore universe.

  • Failbetter Games managed the narrative complexity of 'Sunless Skies' by distilling the game's tone into five core pillars, which served as a framework for team-wide communication and decision-making.
  • The studio utilized a 'one thing in, one thing out' policy regarding lore to ensure the game remained accessible to new players, preventing the 137-page 'Fallen London' universe bible from overwhelming the experience.
  • To maintain distinct identities across the game's four regions, the team assigned two specific narrative pillars to each area, ensuring that gameplay and environmental storytelling remained consistent with those themes.
Game Developers ConferenceOct 2022
Cover of I Lost Motivation for Game Dev
24 min
Thomas Brush24 min

I Lost Motivation for Game Dev

The primary purpose of this discussion is to address the pervasive issue of demotivation and the feeling of failure among independent game developers.

  • Feeling like a failure is an inevitable, universal experience for independent developers and should be reframed as evidence of pursuing ambitious, boundary-pushing goals.
  • Developers must distinguish between minor technical frustrations and significant professional risks, such as poor critical reception or failure to recoup investments, to maintain an accurate perspective on their progress.
  • Building psychological resilience requires consistently pursuing small wins, such as participating in game jams, releasing assets, or publishing devlogs, to prime the creative process.
Thomas BrushOct 2022
Cover of I Was Wrong About Making A 3D FPS (Apology Video, 2 Years Of Learning)
13 min
Thomas Brush13 min

I Was Wrong About Making A 3D FPS (Apology Video, 2 Years Of Learning)

Developing a 3D first-person shooter (FPS) presents significant technical and creative challenges that often exceed the complexity of 2D game development.

  • 3D FPS development requires significant technical overhead, specifically regarding lighting bakes, complex navigation meshes, and multi-camera configurations for gun clipping and UI.
  • Relying on modular assets and real-time lighting without proper optimization leads to severe performance degradation and technical debt that often necessitates rebuilding entire levels.
  • Constructing environments from thousands of individual cubes instead of optimized meshes creates unsustainable performance costs, particularly when targeting hardware-constrained platforms.
Thomas BrushOct 2022
Cover of I Quit My Game Idea After 2 Years (Devlog #2)
11 min
Thomas Brush11 min

I Quit My Game Idea After 2 Years (Devlog #2)

The process of game development often requires the difficult decision to pivot away from established concepts when they fail to generate sufficient creative momentum.

  • A game's theme must function as a generative engine that naturally produces a surplus of ideas, mechanics, and narrative questions rather than requiring forced invention.
  • After two years of development on the FPS project 'Father,' the team abandoned the original cult-themed concept because it lacked the creative momentum necessary for expansion.
  • The project was successfully revitalized by pivoting to a surreal, horror-themed 'happy hotel' setting that blends high-stakes game shows with psychological horror.
Thomas BrushOct 2022
Cover of We Made a Co-Op Barcode Scanner Game!
8 min
Jonas Tyroller8 min

We Made a Co-Op Barcode Scanner Game!

The development of a cooperative space-themed game using barcode scanners as the primary input device demonstrates the feasibility of rapid prototyping within a constrained 24-hour timeframe.

  • Barcode scanners function as standard USB keyboard inputs, allowing developers to integrate physical, room-scale interactions into digital game engines without complex custom drivers.
  • Rapid prototyping within a 24-hour window is sufficient to create a high-engagement cooperative experience when using unconventional, tactile input methods.
  • The gameplay loop relies on translating physical barcode scans into text strings, which the engine interprets as specific commands for system management and resource collection.
Jonas TyrollerOct 2022
Cover of Strategy Update: Long-term Product Outlook
Presentation29 pages

Strategy Update: Long-term Product Outlook

CD PROJEKT is undergoing a strategic transformation focused on scaling its development capabilities, diversifying its intellectual property portfolio, and expanding its franchises across multiple media formats.

  • CD PROJEKT is transitioning from a studio focused on singular major releases to a multi-franchise organization delivering consistent single-player and multiplayer content.
  • The product roadmap is anchored by three primary pillars: The Witcher franchise, the Cyberpunk franchise, and a new internally incubated IP titled Project Hadar.
  • The Witcher franchise expansion includes a new trilogy starting with Project Polaris, a spin-off by The Molasses Flood, and a third-party project titled Canis Majoris.
CD ProjektOct 2022
Cover of Avoid an Identity Crisis as a Technical Designer
59 min
Game Developers Conference59 min

Avoid an Identity Crisis as a Technical Designer

Technical designers function as essential bridges between engineering and design, serving as force multipliers who prioritize the efficiency of content creators over direct player-facing features.

  • The primary objective of a technical designer is to act as a force multiplier by building tools, workflows, and pipelines that increase the iteration speed and efficiency of the broader development team.
  • Technical designers must prioritize knowledge distribution and documentation over individual problem-solving to prevent becoming a single point of failure within the project.
  • Success in the role is measured by the ability to facilitate team-wide capability, effectively innovating oneself out of specific tasks to empower other designers to manage their own technical needs.
Game Developers ConferenceSep 2022
Cover of We Made 1,018 Games About AI
17 min
Jonas Tyroller17 min

We Made 1,018 Games About AI

The Wowie Jam 4 game development competition challenged participants to explore the potential of artificial intelligence beyond its traditional role as a combat antagonist.

  • The Wowie Jam 4 event resulted in the creation of 1,018 unique game entries over a period of three and a half days, demonstrating the feasibility of rapid development focused on AI collaboration.
  • The competition successfully challenged the industry-standard 'combat antagonist' trope by requiring developers to design games centered on friendship and meaningful interaction with AI companions.
  • Successful AI collaboration in game design relies on clear communication methods, including visual cues and speech bubbles, alongside the establishment of shared goals like cooperative navigation or music.
Jonas TyrollerSep 2022

Writers

Related topics