in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
Hi folks!
Going live in around 4 hours to chat about characterisation and dialogue considerations for indie games, based on your feedback to a recent poll. https://www.youtube.com/watch?v=fWBxH...
I was originally going to make this as a pre-recorded video, but I'm increasingly finding that the kind of university-level content I want to deliver on this channel doesn't easily fit into 8 minute bitesized videos, so I thought we'd try a stream workshop format.
I'll be delivering it sort of like a video lecture but checking the chat throughout for your comments and suggestions. I'll edit the VOD down later on for a quick recap, and the slides and an ad-free version of the video will be available on a Patreon (I can't make ad-free versions for YouTube members without uploading twice, but let me know if you're a YouTube member and would be interested in that).
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I don't consider myself an illustrator, but here are the villains I've been making for my team's entry into Collab Jam. [click to see the full 3x5 grid] These are retro spy movie villains for an "League of Evil, HR Sim" type game. It was fun to work out an art style that I can do reasonably consistently. Sometimes it's just about working out a process that you don't mind doing over and over again; in this case one based on cut-outs rather than line-art (which is sort of what you used to get in a lot of 60s animations, which makes it feel like it fits with the game's theme and setting; win/win!)
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Hi folks. I'm going to try to get a new longer-form "how to" video out at least once a month. The following list is based on stuff I've previously taught, and some of your requests from my other posts. Let me know which titles interest you most (this might not directly influence which one gets done first, but it'll definitely influence which one I *don't* prioritize).
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Happy Easter Break to all who are enjoying one.
Doing Indies Under the Knife as a weekly stream is really going to free up some time to do more talking-head or โhow toโ content (I think).
If you have any questions about game design that youโd like answered, please drop them in this thread and Iโll have a think about which ones I might be able to answer helpfully.
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We are just 25 subs away from the 10,000 milestone.
I have a celebratory treat* ready for you all, for when we hit 10k.
*experience may vary depending on your personal definition of "treat".
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Thankyou for all of your supportive messages and comments yesterday! The eviction situation is still unknown (a lot of the things the landlady complains about are not actually breach of contract) but I still find this kind of conflict very stressful! Started today with a 10 min Kung fu workout and 10 mins guided meditation (lovey benefits of YouTube which werenโt around when I was a kid).
Weโre less than 100 subs away from 10k now. Big milestone! If you have a dev friend or community who you think will find one of my recent videos helpful, please give it a share to help us get over that 10k hump sooner.
Appreciate all of your support!
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Woke up horrifically anxious because of housing situation (ongoing beef with landlady; canโt rent a new place because newly self-employed) but managed to force myself out on a run for the first time in a long time. ๐โโ๏ธ hopefully see some of you in the Moonshire stream
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I'm currently hacking my way through the games you've submitted to Indies Under the Knife. I'm trying to group them together roughly by genre or audience, so that I can organize streams looking at several games at once, ideally with a genre-specific audience helping give feedback.
For the last few months I've been putting out a new Indies Under the Knife video every Thursday; I make these privately (usually) and spend quite a lot of time editing them. But they don't perform massively well, because they are covering games that random passers-by don't know and haven't heard of, and they also don't answer specific game design questions which we can put in the title to attract an audience.
Ranking the performance of stuff on my channel looks something like:
๐ฅ videos which answer an evergreen design question like "how to make a GDD" or "what makes a good roguelike".
๐ฅ videos which analyze a well known indie or AA game to talk about design principles.
๐ฅ videos which cover an unknown game in a loose way.
Those of you who watch everything on Indie Game Clinic already know that watching an expert break down the issues with an "unknown" game can be very educational. I have no intention of stopping making the content in that ๐ฅ category, just because it gets less views - but I do want to make sure it's easy and simple to make. Every time I "work smart, not hard" I free up more time and energy to support the folks who are paying to help this channel by, for example, being more present in the Discord and giving feedback and guidance on games from our community members.
So starting next week, I'll be switching the Thursday "First Impressions" Stream to instead be one which looks at 3 or 4 games from the Indies Under the Knife backlog. This means we can get through the games at 300-400% the rate, meaning devs will get their feedback much sooner. It also means you'll get feedback which includes my own observations *and* those of the chat.
So once I've sorted out the list below, keep an eye on the upcoming streams. I'll try to make them as genre specific as possible, and name the games I'm playing in the stream title so you can know in advance when you're up.
Thanks for all your support - and good luck if you're taking part in CollabJam!
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A quick note on YouTube Memberships and Members-Only videos.
Historically, when I don't want a video to be public, I've been setting it to Members-Only rather than Private. My intention is to give some additional behind-the-scenes for those of you who prefer to support via YouTube memberships rather than Patreon.
When I stream a game there's often a weird mix of things we chat about; some of it's the game, some of it's general design principles, and sometimes we talk about... life and society stuff.
I've been cutting recent game streams down for shorter form video content and I tend to separate it based on which of these categories it falls into and then hide the original stream VOD. โ๏ธ
However I'm aware some of you support the channel via Patreon and don't want to lose access to the original longer livestream VODs, so for the foreseeable future I'm going to be leaving these public (unless there's a real reason to take them down, like I've accidentally doxxed my grandma or something during the stream). Ultimately this is a channel which is very driven by personality and perspective and I understand why non-members would want to retain access to the longer streams (even if I look at them and just a bunch of confusing waffle and lots of jumping between topics).
I hope this approach suits the widest amount of people in our community... if you're a channel member and you start to see less "members only" videos it's because I was using "members only" as a kind of "private" (rather than making anything specifically to set it as members only). But it turns out YouTube uses these video collections to tease membership to non-members... which is not really how I wanted to use it.
Hope this all makes sense, and thanks for your support! ๐จ๐ฝโโ๏ธ
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Variety channel about indie games and how they're made.
Contact: indiegameclinic@gmail.com for business matters; e.g. design consultancy, creative coaching, YouTube collaboration etc. *Games submitted via email will be ignored.*
About Dr. Joe:
๐ academic expert on games history, employability, and game dev education (BA, PhD Media & Cultural Studies)
๐ผ pro xp. of various design subdisciplines: narrative, level design, and systems/economies/balancing.
๐จ๐ปโ๐ซ advanced certificate in adult education (UK Senior HEA Fellowship)
๐ฎ extensive knowledge of game history, genres, and trends, including tabletops and ARGs.
๐ฑ design and production on multiple mobile games including two AppStore top 100 titles.
๐ฆ creative leadership, level and economy design for a number of successful gamified experiences in Roblox and Fortnite.