An example: my numbers suggest that indie games don't bring in big traffic. You give me that, in a way that advertisers don't. Stuff like GMTK needs time, editorial freedom, and trust. Away from the need for bigger and bigger traffic, which can lead to crappy SEO-driven stories, clickbait nonsense, and quantity over quality. Including more Patreon stuff: the book(game) club is happening, promise!Īlso, while we're still on the "why"s, I want to point out how liberating it is to get away from traditional press. Don't expect me to do a video a week (I have no idea how shows like Nerdwriter do that) but do expect more stuff. I want to say yes to more stuff.īut first I need to figure out how I'm going to structure my week and how much time I need to devote to the show. Talking at universities, doing design consultancy, judging for award shows. Oh, and I also want to take all of the incredible opportunities that have been coming my way. To play games that aren't for an episode. ![]() I'm looking forward to getting my weekends back. For a while, part time - and then spending almost every other moment on the show. I've been working at PG - for a while, full time. And I haven't had much of one for a while. The point is: it feels good to be good at something, and once you discover that, any time spent not doing the good thing feels like a wasted opportunity. You guys keep me going, literally and mentally. Edmund McMillen (Binding of Isaac) said Boss Keys helped him overcome a design problem and Warren Spector (Deus Ex) said my immersive sim vid explained his job better than he could.Īnd of course, there are the Patrons. I've had comments from Notch (Minecraft) Cliff Bleszinski (Gears of War), Clint Hocking (Far Cry 2), and dozens of developers who aren't internet famous but are incredibly talented. Someone told me that the show helped them understand games - which let them bond with their autistic sibling. Indie and student developers say the videos are useful, and gamers say the show has helped them think more critically about the games they play. I get more tweets, emails, and YouTube comments thanking me for my work on the show, than I get in a year doing trad' journalism. The main "why" is because I think GMTK is actually, like, good? And important? And useful? And I almost feel like it's my moral obligation to spend as much of my time as possible working on it. I won't deny that! Then again, I work harder on these videos than any "real" job I've ever had. Because there's more to it than "oh hey, I now earn enough on Patreon to live - goodbye real job!". I'll still be doing a little freelance work, and I'll also be doing some game design consultancy stuff, but the majority of my time will be spent working on the show, as well as other projects (in the same vein as Boss Keys).īefore I go on, I want to assure you that nothing will change in terms of Patreon payments: I don't know if I will release more videos but whatever the case, I will only ever charge a maximum of two vids a month. Which is exciting, scary, and incredibly amazing. ![]() Thanks to your generous support, I will be able to leave my job at Pocket Gamer and work full time on GMTK. So, 2017 is going to be a big year for Game Maker's Toolkit. If you wish to share thoughts privately with me, feel free to send a private message on Patreon. ![]() This post, and your comments, will be made available publicly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |