
Hey there! I'm Thomas and Not Your Typical Dev is my online persona | Co-Founder of Mission Control Studios | Senior Level & Game designer at @RuniverseGame
Joined May 2021
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1/6 "You can't find a job in games? Then go and do something else!"
I've heard this advice more times than I can count. It's usually well meant. But before giving it, please consider a few things.
🧵
#gamedev #gamingindustry #gamejobs #gamesindustry
5/ And for many people in games, it's not just a job.
Most of us didn't end up here by accident. We followed a passion and worked hard to get here. For many, working in games is part of their identity. Losing that isn't a minor inconvenience.
6/ None of this means people shouldn't be pragmatic in a difficult market.
But please don't pretend it's easy. And please don't reduce it to "just pull yourself together and do something else".
The people hearing that advice deserve better than that. #gamedev #gamingindustry
Kenney Shape is now FREE! (and it'll remain free, forever) ✨
Previously a paid tool, I'm releasing it as a gift to the community. Today's update will be the final one, with no further updates planned. That way I can focus on new software & projects!
kenney.itch.io/kenney-shape
Not Your Typical Dev retweeted
You have 5 minutes to convince a player your game is worth their time.
Not before they get bored. Before they decide whether they're staying or leaving.
New article on FTUE design and what two projects taught me the hard way.
thomasguana.substack.com/p/t…
#gamedev #leveldesign
Happy #screenshotsaturday #indiedev, #gamers, & #streamers! 📸
Show me what you got & check out others below! do my best to follow, like, and give feedback - Let's goooooooo!! 🔥
#gaming #games #gameplay #gamedev
#indiegames #gamer #IndieGameDe
#twitchstreamer #indiewatch
New article here: thomasguana.substack.com/p/t…
You have 5 minutes to convince a player your game is worth their time.
Not before they get bored. Before they decide whether they're staying or leaving.
New article on FTUE design and what two projects taught me the hard way.
thomasguana.substack.com/p/t…
#gamedev #leveldesign
You have 5 minutes to convince a player your game is worth their time.
Not before they get bored. Before they decide whether they're staying or leaving.
New article on FTUE design and what two projects taught me the hard way.
thomasguana.substack.com/p/t…
#gamedev #leveldesign
Happy #screenshotsaturday #indiedev, #gamers, & #streamers! 📸
Show me what you got & check out others below! do my best to follow, like, and give feedback - Let's goooooooo!! 🔥
#gaming #games #gameplay #gamedev
#indiegames #gamer #IndieGameDe
#twitchstreamer #indiewatch
1/ The data on layoffs following highly rated releases is pretty clear.
An 84+ Metacritic used to nearly guarantee no layoffs for 2+ years. An 88+ nearly guaranteed a great ROI.
That relationship is now broken. And it happened fast.
(🧵Thread 👇/7)
#gamedev #gamingindustry
Not Your Typical Dev retweeted
1/ The data on layoffs following highly rated releases is pretty clear.
An 84+ Metacritic used to nearly guarantee no layoffs for 2+ years. An 88+ nearly guaranteed a great ROI.
That relationship is now broken. And it happened fast.
(🧵Thread 👇/7)
#gamedev #gamingindustry
It's #WishlistWednesday! 🎮
#Indiedevs, drop your game below. Tell us what it is and why we should be excited.
Scrolling through? Find one game that catches your eye and wishlist it. One click from a whole community makes a difference. 👇
#indiegame #gamedev #Unity #eu5
1/ The data on layoffs following highly rated releases is pretty clear.
An 84+ Metacritic used to nearly guarantee no layoffs for 2+ years. An 88+ nearly guaranteed a great ROI.
That relationship is now broken. And it happened fast.
(🧵Thread 👇/7)
#gamedev #gamingindustry
1/ The data on layoffs following highly rated releases is pretty clear.
An 84+ Metacritic used to nearly guarantee no layoffs for 2+ years. An 88+ nearly guaranteed a great ROI.
That relationship is now broken. And it happened fast.
(🧵Thread 👇/7)
#gamedev #gamingindustry
6/ A lot of this is preventable.
What is a realistic budget for a game of this type? What can it actually sell, without living in dream land TAM and SAM projections? How do you build a business that can profit on singles and doubles instead of needing a grand slam every time?



