Hi there! My name is Thomas Brush, and I'm a full time indie game developer. I'm a huge fan of pushing past insecurity to not only become something great, but build something great. On my channel I typically show-case my current projects and also how I make them. If you're interested in learning more about game development, feel free to browse my videos and tutorials! You can also become one of my students at FullTimeGameDev.com!
Check out all of my stuff here: linktr.ee/atmosgames
For all inquiries please email [email protected]
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I mean you spent so long saying you're making a game look like bioshock. Your hook was BIOSHOCK but willy wonka. It was even in one of the trailers!!
Hey that game comes out on my sister's bday!
How do you guys get ideas for making your games? I always keep thinking about games to make, but every single time I feel like it wouldn't be fun...
Have you made any games yet? If not, don’t worry if it will be fun. Make something that you think will be fun to make. You’ll learn way more if you enjoy the process and in the process you’ll also learn what makes a game fun.
Thanks so much for having me on Thomas. We always have great conversations!
This convo was a treat. Good luck on the demo launch dude!!
Isn't Chris the best? ► Play the demo: store.steampowered.com/app/1614440/B_Path_of_the_Teal_Lotus/ ► Learn to make 6-figures with a demo: www.clkmg.com/fulltimegamedev/61024
I'm planning to start my game dev studio next year after my college is over, such videos really inspired me for some reason..
Is there a longer version of this conversation?
How talk a lot about marketing, creating a brand, youtube and social medias. Could you make a video similar to that with tips and recommendations but about youtube, or something like twitter, instagram etc. If you know, you know how little many of indie devs know about marketing. And thank you for this video, great as always!
Still not the same. Most of us who say we can't do the same with time limit. It's because we work physically hard job and spend 2+ hours for commuting to and from. If I'm not shopping and going home straight after job earlier when i could do something is 19:30 but I'm so exhausted I can't even finish my tea. If I had some office job what this days most do from home I could manage it.
was 2 years for wishlist too long? I could be wrong but wouldn't people wishlisting it 2 years ago or 1 year ago could have possibly moved on in life or away from gaming or just lost interest in general and so them wishlisting doesn't convert to sales anyways.
i work from 6am to 3-4pm everyday and almost every 2nd saturday for me its really hard to find even on weekends time for my game. But i try to get atleast 10hours a weeek for unreal engine..
These are by far my favourite videos on your channel, love your remakes / reimagining of existing games.
Man has a C96 on his desk, absolute chad
Nice
i have a question , i really want to learn everything for game dev ( animations , art ,etc ) , sooo , is it healthy for me to learn literally all of it or should i get a few things and then focus all my energy in it?
This video sucks. This guy talks and barely shows anything.
Im running a studio while working full time. The answer: Design the game but hire other developers to help develop the game. Negotiate good deals, and work your ass off at your day job to pay the other developers. Get good at managing and designing.
Thomas Brush gets some hate in the comments sometimes, but he's a developer juggling lots of different responsibilities: husband, father, game dev, employer, KZreadr, working member of the community. Being a purist is fine, if you're young and don't have a family to support, but the truth is anyone will drop off eventually if they aren't being compensated for their time, and this channel does actively encourage other developers to consider the commercial aspect.
working as a gamedev at home 🏡 was very difficult because of noise from kids, neighbours etc. recording and concentration was very difficult. so what i did was to separate tasks i could do during the day that didn't require lots of focus(sketching, level design, folder 📂 organisation,scheduling ect) and i shifted the more intensive tasks like coding, recording etc when everyone is asleep(usually by midnight) i also avoid burnout by being very kind to myself. i am a human, i can't work for 13 hours during the week and expect to sit for another 6-8 hours (am 40 and my back hurts) so i work for as little as i can (less than an hour or 30 mins) What i do is to have a schedule of what i want to do before i turn on the computer 🖥. I realise if i don't have a plan, i usually just wander off and do some other stuff and get distracted. If i have a note 🗒 that says "work on enemy jump" thats what am gonna do! And finally seek help...no ONE MAN is an army. if you cant code a concept after trying, google it, stackoverflow it etc. i wish all indie gamedevs out there success.
Reaper is free and great for audio production
Maybe he can make a free engine for all like godot, he dont need more Money but this could be fun and kindly.
Burning the candles at both ends is so hard, but also its such a hard habit to break. Like if you are only learning how to push the boulder up the hill and watch it roll down, and nobody comes in and tells you there is another way to do things, how would you know you know
I actually have a really great idea for a game. I got the world figured out, i got the setting, the hooks, the loop. I just dont have money for actually making it, and im not great at design.
Homie just described my entire mental health struggles around game ideas without even knowing me
Again thank you for the advice thomas, it was reslly nice talking with you. Ive implemented doing 2 hours a day on gamedev everyday and so far its been incredible.
Ayyeeee, dats meee lol
I have 3 kids and a full time job. I've been working on my game for 8 years now, haha. There were 3-4 years where I hardly touched my game, but I've been finding 10-20 hours a week to work on it for the past 2 years. It's not easy. It usually sucks. I would definitely be happier if I gave up on it, but I can't bring myself to give up on it. Thomas's advice to make a schedule is great, if you can do that. For me, if I ONLY worked on my game when I could block out the time, I would be lucky to find 2 hours a week. That would be great if I could "get into the flow" and work without distractions, but it's not a luxury I can afford. I take every damn second I can find to work on my game, regardless of how I feel. It's the only way for me.
98p
vbn
sad
me a 13 year old watching this to become a game dev
Your program is way too expensive 500 to 800$ to learn to become a game developer? Who can afford that?
I both love and hate these facts. One the one hand, it is SUPER helpful. On the other hand, it is kinda depressing to see colour magic reduced to a process to follow.
I've tries the revenue share path a few times. I've had the complete opposite experience. When people aren't being paid, their passion doesn't always carry them across the finish line. They tend to drop the ball and prioritize other things because they don't take the project as seriously. Now I'm doing it solo
10% conversion seems high.
"What are you going to do if it flops?" "I think I have enough financial backing to give it another go" OK....HUGE QUESTION.... how do you need your life set up to go into solo game dev? How much money should you be making? How much more than living expenses do you need to invest in your game? What are the overhead expenses? How much time do you need assuming you're also working a full-time job? How do you know if you can even survive starting to pursue solo game dev??
I STRONGLY DISAGREE TAHT UNITY IS BETTER THAN UNREAL ... UNREAL IS CURRENTLY THE MOST POWERFUL 3D ENGINE OUT THERE RIGHT NOW WITH NANITE GEOMETRY AND REAL TIME BOUNCE LIGHTING TO AVOID THE PROCESS OF BAKING YOUR LIGHTS AND NANITE TO AVLOD THE ANNOYING LOD SYSTEM
I want to honestly thank you for your videos. I've been disappointed with games lately but I had an epiphany over the last year or so. I come from the film industry one of the first things I learned is: "Don't get attached to anything you work on, its NOT your film." Then I realized its the same with games. These aren't my IP's and I don't fund these projects. If I want to see what I want in games, I have to do it myself. Your videos have been an inspiration to me as well as informing me as to what may lay ahead on this journey. 🙏
THOMAS SNAKE don't buy FTGD its a rip off i bought it myself
Great vid
I just finished a game jam over the weekend where I stayed up until 1:30am most nights and got up early for my 9-5 job. It was difficult, but it feels worse after the last few days of the jam being over. It was my first game jam and an interesting time, but I don't think I will be doing it again. So I would agree that working yourself to death is not the right way. Spend a few hours every night or every other night, or whatever you can do, and just keep making progress. But don't burn yourself out trying to make your game and sacrifice your mental and physical well being. The good news as an indie dev doing it in your free time with a 9-5 is that you have your bills taken care of and your game will be released when it is ready. You don't have to set unreasonable timelines or expectations. Make progress, yes, but don't push yourself to your limits to get something done that you are doing as a hobby in your free time until you get a publishing deal or a huge stack of cash from launching your game yourself. Take care of your health and the game will take care of itself, as you put in reasonable time.
Bro, how to purchase your course? I follow the link and see only a webinar...
You talk about youtube as a way to discover your game. So how about other platforms?
That was super cool, Im inspired, thank you both!
Your dead variable is set to false set it temporarily to true for me when you sead that lmao