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Early access - The stuff no one tells you about game development

Hello Patrons! Here's your early look at tomorrow's new video. It's a new episode of Developing where I talk about making managers, level structures, and tools. I.e. all the boring bits of game development. But reveal how they helped me generate content for the game much more quickly - resulting in the demo I showed you earlier!

Thanks very much for all the feedback on that, by the way. It's really helpful, and it will be reflected in future versions of the game.

While you're here, a quick update on what's coming next.

In June, hopefully, I'll be releasing something very different for the channel. A brand new type of video essay. I think you'll really dig it, and I've had a lot of fun making it. I'm also popping to Berlin for a couple days to do a talk - and I'll share that here as a bonus video.

In July, it's the GMTK Game Jam. So my focus will mostly be there, but I'll also be working on the Magnet Game in the background. As always, expect a bumper video on the 20 best games from the jam.

I'll be back with Developing in August, to talk about the feedback on this new demo and what I've been up to in the mean time. And will hopefully also have a more traditional GMTK video for you.

And then... I have plans for September and beyond, but plans can change so I'll leave it there!

Cheers,

Mark

Early access - The stuff no one tells you about game development

Comments

I think you have just proven that these are not the boring bits. Creating managers takes your game to the next level and the tools make your game much easier to produce, not to mention the little bits of joy you get when you create a working tool!

Lee Webster

Though not in games, I work in developer tools! I like to say that what I do is like what BASF used to say in their commercials in the 90s: I don't make the thing, I make the thing better. It's not glamorous, and indeed doesn't get much attention, but the work has its own rewards. I know that I've saved developers countless hours and improved their experience writing code. That's what matters.

Luna


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