Separate sustainable work from implementation style
Indie game development videos
Independent development includes the economics of continuing to make games as well as the craft of programming them. These two talks address those questions at different levels, rather than offering one formula for a successful release.
A business retrospective and a programming argument
Vogel’s retrospective is the stronger starting point when you are deciding what kind of game business can support ongoing work. Blow’s programming talk concerns how to spend effort while building an independent game. Compare the budget, audience and production constraints before adopting either speaker’s priorities. A technique that reduces implementation friction cannot establish demand, while a viable business model still needs a process capable of delivering the promised game.
Which recurring costs and obligations must the project cover before another game can be made?
What work directly improves the playable result, and what work mainly satisfies an imagined future requirement?
Established developers’ retrospectives involve survivorship and individual circumstances. Their historical market conditions and personal approaches do not guarantee sales or suitability for your project.
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