
Technical Game Design specialist, published author. ex @Unity Gigaya, Starter Assets @playprologue @pp_socials @PUBG @SumoDigitalLtd @NestedLands. MA Postgrad
Amsterdam, The Netherlands
Joined May 2009
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On multiple Unity Engine projects I've noticed the Editor's Inspector Preview for Prefabs is lacking, has no configurable lighting and you can't get a clear view of the prefabs in the project under similar lighting settings to your scene, so I made a this assetstore.unity.com/package…
If you don't like steam's 30% commission, you can just add 42.8% onto your sale price and now it's no longer a problem. You want to get $5 for each sale?
$5 sale * 0.7 (30%) = $3.50 (nope)
Or, with 42.8% that becomes
$7.14 sale * 0.7 (30%) = $5 net revenue after platform fees
We're in the times where pitching your game without a Steam page gives someone else all the ammo they need to make a clone and release it before you. Harvesting wishlists from long public dev cycles seems crazy risky nowerdays
"Should I #PitchYaGame on Nov 6th?"
If your game is an idea OR concept.
If your game is a prototype.
If your game is in alpha.
If your game is a mechanic / gimmicky (i.e. cloneable)
If your game doesn't have a live Steam / Store page.
I would NOT #PitchYaGame; personally. 🫡
Christo retweeted
Have been working on various thing including a (hand crafted) engine for the past 7 months with the goal of large forests with highpoly vegetation (around 1M instances * 4M tris in this case). Haven't really been motivated to post on X lately, but I will go into more detail soon.
Christo retweeted
Most games fail. I made ~$2 million in my solo indie gave dev career which puts me in the top 0.1% of solo indie game devs. You know how many of my games I consider a financial success?
One. 80% of that revenue was one game. Paid for the rest. If you're in software for the money, game dev is not the way to go. Divide my revenue up over the hours I worked, subtract expenses, and I made about what the average junior software engineer makes working for a big company. A third of what I make now.
Make games because you love to make games. Make them with a.i. if you love a.i. Make them without a.i. if you enjoy that. But know that you've picked a market where your odds of financial success are about as low as they possibly can be for a software engineer whether you use a.i. or not.
So many anti-ai haters are throwing stones in a glass house. The amount of "indie game dev" labels I see on people's profiles who have never shipped a game in their life is absurd. Ship a game first, then talk shit. But know that you're talking shit, not speaking the truth. I don't know what motivates people who have never shipped a game in their life to tell other people that their game will fail, but if you're on the other end of this, just know that they have no idea what they are talking about. Nobody does.
Gamedev is even less understood than filmmaking and 80% of the 600 films that hit theatres every year are financial flops. 99% of advice in gamedev is complete bullshit. Millions of games get made, some of them succeed, then the successful devs give talks at GDC like they knew what they were doing. Then a bunch of people copy that formula and fail. There is no formula. Do your own thing. Explore. Discover something nobody else has discovered. Create a new mechanic. Go crazy. And enjoy the process.
Christo retweeted
If you want a solid video course on 3D math for video games, that mixes both theory and practice, here it is: wojtsterna.com/math-for-3d-p…
Part I of the course, which is 14 hours long, is available for FREE. I recently split it into sections so that it's easier to get through. No section is longer than ~30 minutes.
The whole course is a hefty 50 hour ride so definitely a challenge, but I think it's worth it if you are serious about understanding 3D math.
.
Christo retweeted
Yes, it is indeed.
It is a nightmare working on a game for months, spend nights losing sleep, putting our jobs and personal times on the line.
Then, we woke up to be called a thief. and AI slop without proper evidence and investigation.
So instead of going back and forth, we’re just showing the work. Our artist has uploaded WIPs, production files and development material from Potato Please so people can see how the game was actually made.
We had never seen Rado’s game before all of this. Soviet + potato isn’t something either of us invented. It’s been a meme and a cultural joke online for years.
His mentioned game jam had a lot of potato themed games. We searched only google and steam when we started the project.
Funny thing is Rado’s own Itch.io page has a generative AI disclosure. Potato Please was developed independently.
Christo retweeted
Development update: the new tire model in Vehicle Physics Pro is now complete! The video shows how the latest version implements ultra-stable tire compliance (carcass stiffness and damping) compared with the previous version. This solution has been validated in engineering applications.
#Unity #MadeWithUnity #TireSimulation #Motorsport #Engineering #VPPDev #GamePhysics #Simracing #PERRINN #Project424 #DigitalTwins
Just finished Berserk deluxe vol 1 (first 3 books), you can see where dark souls got a lot of it's inspiration from! Awesome series goodreads.com/en/book/show/4…
Nice!! Only been waiting 12+ years... lol
"Unity now serializes Dictionary<TKey, TValue> fields directly, so you can author and edit dictionary data without writing custom serialization code." docs.unity3d.com/6000.6/Docu…
Christo retweeted
New Forest 2.0 Additions (Early Access) 🌳
Studio plans are getting some brand new Fantasy Battlemaps art packs as part of the Early Access benefit.
Try them out!
Interesting approach, at least you have a lot of natural TikTok content too to promote the channel and game as a result. Smart
I'm sick of conventional indie game marketing so I'm trying something different.
Devlogs look like they perform great but the audience targeting often isn't good - if you're a gamedev you want your audience to be gamers, not other devs.
So I'm throwing out all the conventional wisdom and trying something weird. I'm making my own Let's Plays.
Yeah it's super competitive buuut the audience targeting is perfect. If ANYONE watches my Let's Plays they'll likely be my ideal customer. So I don't care if the views are low, I care that the viewer is the right kind of viewer.
I've been doing this for only about 2 weeks now and my views have been between 80-200 per video but already one of them is way outperforming my expectations (1,100 views, pictured below).
My plan is to do this for about a year and see how it goes. I have a suspicion that this is the new meta for marketing your own games. It's easy, fun, and doubles as playtesting. I can't lose. Even if the marketing part doesn't succeed I'm still getting something out of it.
So no more grinding for weeks and months to make a devlog that people might watch. I'm going all in on Let's Plays.
Christo retweeted
- be Linus Torvalds
- build Linux because you don't like your operating system
- give it away for free
- accidentally create the world's
biggest open-source project
- power most of the internet without most people knowing your name
- write Git because existing tools annoyed you
- refuse to become a billionaire CEO
- keep reviewing code 30+ years later
- still care more about clean code than hype
- change computing forever by solving your own problems
maybe the biggest impact comes from building, not branding



















