As someone that is not a game dev its so fun to watch devlogs not because i understand most of the coding thats being done (luckily thats not shown often anyways) but because it feels like im actually kind of part of the process of making a game without me having to put in all of the effort that comes with being a developer.
This might be literally the best indie marketing video on RUclips, thanks so much Gavin. Pretty sure I mixed my audiences on my channel and now all my videos stagnate and get stuck. Not sure what to do honestly.
sadly from what I understand the current youtube algo situation is, the answer could be "make a new channel" as it seems you'd have more exposure than stoking the fires of the current one
I kept watching the video and only down the line found out that its Gavins channel and not someone else re-upload his stuff 😅 thanks Gavin i like how you keep it simple and real and not trying to sell any courses to gamedevs. Thanks for your insights 👍
Great video! In summary, it’s best to “jump to the cool stuff” when planning out devlogs. As a solo dev, I need all the marketing tips and research I can get. I am aiming for Reddit, X, RUclips, and TikTok for posting about my game when it’s ready for public exposure. And of course, I plan to have a Steam page up as “coming soon” so people have something to wishlist or refer back to. Otherwise, my efforts would feel wasted if I start marketing too early. It’s really great to know my initial thought about devlogs was right… just think about the wishlist numbers you can gain if people resonate with your work! Aaah so exciting. Anyways thanks for popping up in my recommended! Your horror game is quite unique and unsettling.
Gavin, you’re a big inspiration for me and have been since I found your podcast with Thomas Brush a while back. Thanks for keeping it real and giving some solid advice for rookies looking to break into the indie dev scene. Blueprint supremacy!
I'm glad this channel found its way through the algorithm into my feed. I enjoyed hearing your perspective on game development when you were on Thomas's podcast, so I'm glad I can hear more from you here.
Man I have been thinking about a devlog for years and tbh you are the reason I started making one recently after watching your interview with Thomas Brush on Chuchu Charles. Thank you for that.
I'm about 14 devlogs in and I can attest that the more detailed ones I've done, typical programmy ones, preform worse. I'm glad I got recommended this channel mate, just yesterday I actually just deleted a new devlog I've been working on because it sucks. I needed this video
Man I really appreciate your thoroughness and willingness to share this info. So useful and refreshing to hear from someone who has been in the trenches actually releasing successful games. I'm a total noob right now, so alot of this isn't even applicable to me, but I still love hearing your thoughts. Super valuable for anyone aspiring to make games.
Pleeeaaase keep making these awesome videos. These talks are soo important for developers that haven't had a lot of success with their games. This shift in perspective is super useful. I myself have a project right now that looks great but Im wondering on how to promote it.
Wow, great timing. I just asked this question in a few game dev discords and got the answer "its not worth the time, just spend your time making the game better." "You should only do it if you can treat it as another revenue stream and make it worth your time."
wow, it's been a while since the last time I watched such an informative video. thanks a lot for sharing and being honest and open about all this. really love these types of videos. keep it up
I guess it can be a good way to test ideas with your target audience see what they resonate with as well. I haven't seen your devlogs, but I bet they give lots of interesting ideas which get upvoted in the same video. A large part of gamedev is knowing your audience and if they're literally telling you through thousands of upvotes and comments and ideas, I can see that being quite valuable.
I myself just started doing Dev Logs for my game. Very Low level since I am pretty new to YT and I am trying my best to make them interesting. This is a really nice and helpful talk giving some great insight on all social media! Thank you!!
(Casual Game Dev Discussions) and (interviews) could fit this channel too. So if somehow you are in the mood and you are excited for a topic, you can invite another game developer and discuss with them a topic for few minutes and end the call. Anytime you have new topic, you give them open invitation with time limit. Even the topics of your videos if they have more depth to them. After watching this video I'm already addictive to your channel as a game dev who was addictive to gaming. :>
This is solid advice and to some extent, you don't listen to your own advice. You understand that RUclips (or audiences in general) wants you to be consistent. Not consistent in schedule, but consistent in content. I'm sure you understand that you're getting less traction on Cuffbust because it's a 180 on Choo Choo Charles in terms of tone and content. Because it's not (yet) a horror game, you are presenting your cutesy multiplayer game to an audience that knows you from a creepy single player horror. It's like you said, you're trying to mix audiences. There's a reason game studios, television stations, car brands, and brands in general keep to one type of content and never transition, they at most diversify with time or create sub-brands. IF you add elements of horror in Cuffbust, it will blow up, I'm sure of it. You kinda missed the opportunity to make the guard extra creepy, turning this game into a multiplayer co-op Choo Choo Charles. Unless that was the plan all along and I spoiled the big reveal in 2 months.
His main job is being a game developer, his second job is being a RUclipsr. The games drive the content of the RUclips channel, the channel doesn’t drive the content of the games. It could, but what creative game developer wants to be pigeon holed into a specific genre? He could have made a new channel for the new game, but that would mean starting from zero and he already had a sizable fan base on the main channel. Now if he had chosen to do a sequel to Choo Choo Charles, that would be a different story, but I remember a video he did a years or so ago and he wasn’t too keen on making a sequel.
Fantastic video! It's really interesting to hear your insights about devlogs. I agree that entertaining videos do better. I've seen a lot of awesome video series for games and think that would work really well with devlogs but not seen anyone devs doing it.
This is actually very brilliant information. I did strongly believe that regular uploads was important, but once you said it, I realized you are right, the audience will comeback even if you delay a video for most large RUclipsrs, so that premise is false I guess. (I know for sure if CoryxKenshin uploaded right now it would blow up the internet. lol) But, getting a patient and interested audience isn't easy. But, by simply making good and memorable series of videos, you can probably do things at your own pace, given you have the right type of game, the right kind of personality, and the right kind of ideas to get big. Your game idea was already a viral idea, but you specifically made that choice, to make viral concepts. So, as you said there is a lot of nuance to this... But, there is a way to midgate uncertainty by making good choices. And I totally agree, learning and producing simultaneously is a super bad idea, yet it's also the default most people seem to attempt. Imagine a neurosurgeon doing surgeries while still learning about the areas of brain. People need to learn how to do something, before trying to sell it. Sticking with a niche per channel is also a really good idea, for any RUclipsr. Mixing content is tempting, for me but, I totally understand the importance doing what the people want rather than expecting people to conform to your format. This was a great video. Lots of wisdom. Genuinely useful! Thank you.
Hey! About the part at 19:15 where you talk about people who start learning and make youtube videos simultaniously. I'm a beginner developer (more like a game development student). I started posting videos about my "game development" journey, Game jams and other gaming related stuff. I do it full time though, I'm trying to train my RUclips skills and hopefully get some audience for the future when I actually start working on a commercial game. My current project is actually a plug-in for UE5, I haven't posted any devlogs about it because it's boring like you mentioned, but I will make a more impressive "trailer" for it and then a video explaining how to use the tool (as part of the documentation). Would you recommend that I drop the RUclips channel until I start working on a commercial game?
As an aspiring game dev, I've been just doing my own thing but was thinking of starting a devlog to get my game out there. The video is enlightening and honestly aligns with what I was going to do, but helps prevent some mistakes I would have most likely made, such as getting weekly updates out there. The comments are inspiring as well. Thank you very much!
I was considering starting a devlog for a game I'm working, on, and this video made up my mind! also I'm excited for the new multiplayer game with koalas
Well, PontyPants in the latest Thomas Brush interview states, that youtube devlogs are not that efective for collecting wishlists. It takes too much time for few wishlists. So for the lates game he didt do much youtube
From what I gathered, it's mostly just to prioritize Quality devlogs way over Quantity. But oh my god quality devlogs are more difficult than programming a game engine I will say though, for tutorial content, would it be interesting to do the classic Gamedev explains how game design functions, sorta how Funke does his videos but from the developers side
Heyyy, they were 6 textures 😂 P.s: Thanks for the tips!! Love the format, it reminds me of old school Alex Becker videos (The ones before all the crypto stuffs)
Does youtube really not have the analytical ability to figure out who to promote a single video to? This doesn't seem to be the case when a channel makes the same kind of video then suddenly makes a totally different kind of video from what they usually make, and it blows up. I'm very curious to see what happens when I post my devlogs to another channel and see how they compare to my main channel. However, I honestly have no idea who my actual audience is anymore since my past few videos have been devlogs but my biggest videos are strategy videos. I tried another strategy video - covering some of the stuff you've done and talked about - which doesn't seem to be working as well as I thought. When I did that sort of thing using Dani as the sort of "topic catalyst", that got me monetized a few years back, so I'm not sure what I'm doing wrong anymore.
This was very informative, I used 1 month of time on my own devlog and I had a hard time coming up with stuff to show the viewer that was entertaining maybe my game idea is just not made for devlogs.
Important to hear, thanks for the perspective! Would you say becoming a youtuber to go the educational route is simply not worth it? As I'm not wise enough to design my games for mass appeal, is there a reason to make an entertainment channel, or if it was you would you ignore youtube entirely? I could see how making videos "for game devs" can help with the process building your community.
Great video mate, I'm curious about one of the last points you made about trying to escape your dataset when you switched to entertaining videos. Do you think if you had the excess income, it would have been a good idea to use the RUclips promote feature to try and forcefully change your viewer base, or is that likely to be a dead dataset, too?
DevLogs are great. I percieve the often as very predictable. Devs defintly should try new stuff. Maybe cooking their favorite meal with a secret family recipe and telling what this recipe means to them. Telling funny or sad stories where this meal was meaningful in the devs life.
Taking a quick glance at the devlog, to me there wasnt enough gameplay footage, not enough silly goofiness (I see you mentioned in comments you had a playtest where you guys couldnt stop laughing, could be good to show that next time) To me I am a programmer but I watch devlogs mainly to see how a game progresses through a development and see gameplay, in your video I didnt see much of that. For example in most devlogs its "I created this" (shows) "Oh and with this feature you can do this cool thing" theres also moments of "Oh yeah that was totally supposed to happen" where a bug happens and its just funny to see, its not all serious. That was a very unformulated paragraph, but I was just saying what I felt, and think could be better for a devlog imo. Keep it up though its going to take iteration for sure.
That's what I find hard in marketing, how in the world do you market a non viral game lol? I think I shoulda done Viral game first then did ones I wanted
Even if game devlogs were only for other game devs, how is that a bad thing? Other game devs can learn from whatever you are sharing or offer invaluable insight.
Devlogs is cool, but, it is worth to create them? Isn't time and effort to create a blog will siphon from your game? If I'm working on a game solo - creating a blog can take a really big chunk of time. Maybe it's useful to create it when you stuck and want to have a proof of concept? I get a feeling that some people start to create a blog/podcasts, you name it, about game just because they suck at creating games if the product is good(what is good game is totally another question to answer) - then with a good marketing it will be a success(making profit) Devlog is a marketing tool?
That’s the question, and the answer is different for everyone. If it’s not worth your time, don’t do it. When Gavin was doing choo choo charles dev logs, he was getting ad revenue and sponsorships to fund his game, plus getting tons of wishlists. If you’re doing dev logs and not getting ad revenue, and not getting sponsorships, and not getting wishlists, then it might not be worth your time. But maybe you see it as a creative endeavor, and you like to build your community, that’s fine too. Have an objective or an end goal for the dev logs before you start doing them. If you’re not getting the desired results, adjust your RUclips strategy, or do something more productive with your time. And you’re right, dev logs are a marketing tool.
I want to start by saying i love your stuff and I respect everything you said and agree with quite a bit of it, but a lot of this is survivorship bias. I think most people can't make any type of content successful on youtube let alone a niche market. there are thousands of devlogs just sitting out there dead. Yoor game is awesome and unique and you are extremely charismatic and put in the time and effort to make a product for a layman. most cant do any of that I do recommend making devlogs if you want to make them, but I really think they're one of the worst ways to reach anyone, other developers included. bottom line is if you have a marketable game, pay an expert to market it. dont bank on becoming an influencer or going viral, these things require tons of skill and effort not related to game dev as well as a heavy dash of luck
I think the point is to consider the objective of the channel before you make content for it. If you want to have a dev advice channel, then do that. But if you want to use it as a marketing campaign for your game, don’t mix it with tutorials or it will sabotage the algorithm.
Sort of but not exactly, the channel was successful on the concept of the game, the host of the channel, content, and editing. Most of the videos were during development. The channel then augmented the success of the game after launch. Viral concept, successful channel, successful launch, in that order.
that is true progress = satisfaction if you upload every single week and show that you added 2 UI elemenets yea im not interestend in that. when you watch each devlog and see t hat game is coming togeather yea that is satisfying
short answer: yes long answer: yyyyyeeeeesssssssssss ok but actually I hated how everyone kept telling me devlogs only appeal to other devs because they probably posted a 20 minute video with 3 cuts and 90% of the footage is code and the engine
As someone that is not a game dev its so fun to watch devlogs not because i understand most of the coding thats being done (luckily thats not shown often anyways) but because it feels like im actually kind of part of the process of making a game without me having to put in all of the effort that comes with being a developer.
This might be literally the best indie marketing video on RUclips, thanks so much Gavin. Pretty sure I mixed my audiences on my channel and now all my videos stagnate and get stuck. Not sure what to do honestly.
sadly from what I understand the current youtube algo situation is, the answer could be "make a new channel" as it seems you'd have more exposure than stoking the fires of the current one
I kept watching the video and only down the line found out that its Gavins channel and not someone else re-upload his stuff 😅 thanks Gavin i like how you keep it simple and real and not trying to sell any courses to gamedevs. Thanks for your insights 👍
Thomas Brush: *excuses and justifications inbound*
Great video! In summary, it’s best to “jump to the cool stuff” when planning out devlogs. As a solo dev, I need all the marketing tips and research I can get. I am aiming for Reddit, X, RUclips, and TikTok for posting about my game when it’s ready for public exposure. And of course, I plan to have a Steam page up as “coming soon” so people have something to wishlist or refer back to. Otherwise, my efforts would feel wasted if I start marketing too early. It’s really great to know my initial thought about devlogs was right… just think about the wishlist numbers you can gain if people resonate with your work! Aaah so exciting.
Anyways thanks for popping up in my recommended! Your horror game is quite unique and unsettling.
Do not stop making devlogs 🙏😭
Indeed my Good fellow if The Sir two star stops with the devlogs I May have to challenge him to a duel.
Gavin, you’re a big inspiration for me and have been since I found your podcast with Thomas Brush a while back. Thanks for keeping it real and giving some solid advice for rookies looking to break into the indie dev scene.
Blueprint supremacy!
I'm glad this channel found its way through the algorithm into my feed. I enjoyed hearing your perspective on game development when you were on Thomas's podcast, so I'm glad I can hear more from you here.
Man I have been thinking about a devlog for years and tbh you are the reason I started making one recently after watching your interview with Thomas Brush on Chuchu Charles. Thank you for that.
I'm about 14 devlogs in and I can attest that the more detailed ones I've done, typical programmy ones, preform worse. I'm glad I got recommended this channel mate, just yesterday I actually just deleted a new devlog I've been working on because it sucks. I needed this video
Man I really appreciate your thoroughness and willingness to share this info. So useful and refreshing to hear from someone who has been in the trenches actually releasing successful games. I'm a total noob right now, so alot of this isn't even applicable to me, but I still love hearing your thoughts. Super valuable for anyone aspiring to make games.
I'm not a gamedev and I love watching devlogs, getting to see the effort the devs put into their projects is awesome.
This was one of the most genuinely insightful videos I've ever seen.
Pleeeaaase keep making these awesome videos. These talks are soo important for developers that haven't had a lot of success with their games. This shift in perspective is super useful.
I myself have a project right now that looks great but Im wondering on how to promote it.
Wow, great timing. I just asked this question in a few game dev discords and got the answer "its not worth the time, just spend your time making the game better." "You should only do it if you can treat it as another revenue stream and make it worth your time."
wow, it's been a while since the last time I watched such an informative video. thanks a lot for sharing and being honest and open about all this. really love these types of videos. keep it up
I guess it can be a good way to test ideas with your target audience see what they resonate with as well. I haven't seen your devlogs, but I bet they give lots of interesting ideas which get upvoted in the same video. A large part of gamedev is knowing your audience and if they're literally telling you through thousands of upvotes and comments and ideas, I can see that being quite valuable.
Love youre takes on these topics would love to see one on the choice of game genre
I myself just started doing Dev Logs for my game. Very Low level since I am pretty new to YT and I am trying my best to make them interesting. This is a really nice and helpful talk giving some great insight on all social media! Thank you!!
One thing I learned from this video is that one lock on a door does not suffice for any serious gamedev...
(Casual Game Dev Discussions) and (interviews) could fit this channel too. So if somehow you are in the mood and you are excited for a topic, you can invite another game developer and discuss with them a topic for few minutes and end the call. Anytime you have new topic, you give them open invitation with time limit. Even the topics of your videos if they have more depth to them. After watching this video I'm already addictive to your channel as a game dev who was addictive to gaming. :>
Thank you for doing these advice videos, didnt know you have a second channel!
This is definitely one of the better videos on this topic. I can see some experience and research talking in the points that you made. Thank you.
You are completely right... fantastic video, brother. See ya at the top.
I'm new to your videos. I can't stop looking at the door.
Here to learn from the GOAT 🎓. Thanks for sharing your wisdom
After you finish mana valley, could you make smaller games so we dont have to wait a month for a video?
@@h20dancing18 what
:OOO i love your vids
Oh no, I am in this corner as well 🤯 It makes so much sense. Thanks a lot for sharing your experience here!
Even if it takes twice as long to finish the game if you make devlogs, you may get 10,000 sales instead of 100 sales when it does come out.
Bro, I was literally for the last intere month preparing for an devlog series for my game, I was needing videos like this!
This is solid advice and to some extent, you don't listen to your own advice. You understand that RUclips (or audiences in general) wants you to be consistent. Not consistent in schedule, but consistent in content. I'm sure you understand that you're getting less traction on Cuffbust because it's a 180 on Choo Choo Charles in terms of tone and content. Because it's not (yet) a horror game, you are presenting your cutesy multiplayer game to an audience that knows you from a creepy single player horror. It's like you said, you're trying to mix audiences.
There's a reason game studios, television stations, car brands, and brands in general keep to one type of content and never transition, they at most diversify with time or create sub-brands. IF you add elements of horror in Cuffbust, it will blow up, I'm sure of it. You kinda missed the opportunity to make the guard extra creepy, turning this game into a multiplayer co-op Choo Choo Charles. Unless that was the plan all along and I spoiled the big reveal in 2 months.
His main job is being a game developer, his second job is being a RUclipsr. The games drive the content of the RUclips channel, the channel doesn’t drive the content of the games. It could, but what creative game developer wants to be pigeon holed into a specific genre? He could have made a new channel for the new game, but that would mean starting from zero and he already had a sizable fan base on the main channel. Now if he had chosen to do a sequel to Choo Choo Charles, that would be a different story, but I remember a video he did a years or so ago
and he wasn’t too keen on making a sequel.
as a gamedev youtuber trying to grow this video was awesome thanks king
as a game dev i needed to hear this. very insightful. thanks for making this vid.
Cool video man, great advice that more indie devs should hear
Fantastic video! It's really interesting to hear your insights about devlogs.
I agree that entertaining videos do better. I've seen a lot of awesome video series for games and think that would work really well with devlogs but not seen anyone devs doing it.
This is actually very brilliant information. I did strongly believe that regular uploads was important, but once you said it, I realized you are right, the audience will comeback even if you delay a video for most large RUclipsrs, so that premise is false I guess. (I know for sure if CoryxKenshin uploaded right now it would blow up the internet. lol)
But, getting a patient and interested audience isn't easy. But, by simply making good and memorable series of videos, you can probably do things at your own pace, given you have the right type of game, the right kind of personality, and the right kind of ideas to get big.
Your game idea was already a viral idea, but you specifically made that choice, to make viral concepts.
So, as you said there is a lot of nuance to this... But, there is a way to midgate uncertainty by making good choices.
And I totally agree, learning and producing simultaneously is a super bad idea, yet it's also the default most people seem to attempt. Imagine a neurosurgeon doing surgeries while still learning about the areas of brain.
People need to learn how to do something, before trying to sell it.
Sticking with a niche per channel is also a really good idea, for any RUclipsr. Mixing content is tempting, for me but, I totally understand the importance doing what the people want rather than expecting people to conform to your format.
This was a great video. Lots of wisdom. Genuinely useful! Thank you.
wait wait wait you are the guy who made Choo-Choo Charles?! annnnd you are giving real advice too?! You are amazing.
I can't believe your giving this advice out for free! You are the best man!
Bro's the only person that knows what he's talking about. Absolute gold!
Hey!
About the part at 19:15 where you talk about people who start learning and make youtube videos simultaniously.
I'm a beginner developer (more like a game development student).
I started posting videos about my "game development" journey, Game jams and other gaming related stuff.
I do it full time though, I'm trying to train my RUclips skills and hopefully get some audience for the future when I actually start working on a commercial game.
My current project is actually a plug-in for UE5, I haven't posted any devlogs about it because it's boring like you mentioned, but I will make a more impressive "trailer" for it and then a video explaining how to use the tool (as part of the documentation).
Would you recommend that I drop the RUclips channel until I start working on a commercial game?
Another banger video 🔥
I learned more about YT than from channels dedicated to YT - thank you for this video :)
What a nice gold mine of a video!
clips can be very good as well, i remember seeing the "nuke parry" clip and it has stuck with me ever since
As an aspiring game dev, I've been just doing my own thing but was thinking of starting a devlog to get my game out there. The video is enlightening and honestly aligns with what I was going to do, but helps prevent some mistakes I would have most likely made, such as getting weekly updates out there. The comments are inspiring as well. Thank you very much!
I was considering starting a devlog for a game I'm working, on, and this video made up my mind!
also I'm excited for the new multiplayer game with koalas
Well, PontyPants in the latest Thomas Brush interview states, that youtube devlogs are not that efective for collecting wishlists. It takes too much time for few wishlists. So for the lates game he didt do much youtube
From what I gathered, it's mostly just to prioritize Quality devlogs way over Quantity.
But oh my god quality devlogs are more difficult than programming a game engine
I will say though, for tutorial content, would it be interesting to do the classic Gamedev explains how game design functions, sorta how Funke does his videos but from the developers side
Heyyy, they were 6 textures 😂
P.s: Thanks for the tips!! Love the format, it reminds me of old school Alex Becker videos (The ones before all the crypto stuffs)
Wow, thank you for the free resource. You are a game dev god! Working on my devlog next.
I enjoy these videos. Keep making them if you can! :)
23:00 educational content is very search and SEO focused
can you explain the door in the back??????
Does youtube really not have the analytical ability to figure out who to promote a single video to? This doesn't seem to be the case when a channel makes the same kind of video then suddenly makes a totally different kind of video from what they usually make, and it blows up. I'm very curious to see what happens when I post my devlogs to another channel and see how they compare to my main channel. However, I honestly have no idea who my actual audience is anymore since my past few videos have been devlogs but my biggest videos are strategy videos. I tried another strategy video - covering some of the stuff you've done and talked about - which doesn't seem to be working as well as I thought. When I did that sort of thing using Dani as the sort of "topic catalyst", that got me monetized a few years back, so I'm not sure what I'm doing wrong anymore.
The door is to protect him from Charles
Could you talk about how to best use asset packs in games?
Really helpful man, appreciate it.
This was very informative, I used 1 month of time on my own devlog and I had a hard time coming up with stuff to show the viewer that was entertaining maybe my game idea is just not made for devlogs.
Resume @18:00
This advice is amazing! WOW🤩 🎉🎉
What is with your door? What are you trying to keep out... or in?
Important to hear, thanks for the perspective! Would you say becoming a youtuber to go the educational route is simply not worth it? As I'm not wise enough to design my games for mass appeal, is there a reason to make an entertainment channel, or if it was you would you ignore youtube entirely? I could see how making videos "for game devs" can help with the process building your community.
A devlog is a rubber duck.
If another developer tells you you don't need a rubber duck, they are not a developer, they are an LLM in disguise.
This is Helpful.
what creature are you hiding behind that door???
Great video mate, I'm curious about one of the last points you made about trying to escape your dataset when you switched to entertaining videos. Do you think if you had the excess income, it would have been a good idea to use the RUclips promote feature to try and forcefully change your viewer base, or is that likely to be a dead dataset, too?
I just started a channel about 6 months ago for my VR game and could use some advice
How many locks does one door needs
More than it can hold. :)
DevLogs are great. I percieve the often as very predictable. Devs defintly should try new stuff. Maybe cooking their favorite meal with a secret family recipe and telling what this recipe means to them. Telling funny or sad stories where this meal was meaningful in the devs life.
Some great advice but why is your door like that?
To bait comments and boost interaction
i've considered doing it. But! I'm nervous about it cause my channel only has animations now. So maybe i should make a second channel for it?
That would be a good idea you could have an amiated charater as presenator
100% agree
What Danny are you talking about?
Great Information, thanks!!
So if I've already done tutorial content on my channel, is it best to just spin up a new channel then?
Yes
We have done a first devlog but so far it hasn't gone too well 😅 let's see how the second one goes
Taking a quick glance at the devlog, to me there wasnt enough gameplay footage, not enough silly goofiness (I see you mentioned in comments you had a playtest where you guys couldnt stop laughing, could be good to show that next time) To me I am a programmer but I watch devlogs mainly to see how a game progresses through a development and see gameplay, in your video I didnt see much of that. For example in most devlogs its "I created this" (shows) "Oh and with this feature you can do this cool thing" theres also moments of "Oh yeah that was totally supposed to happen" where a bug happens and its just funny to see, its not all serious.
That was a very unformulated paragraph, but I was just saying what I felt, and think could be better for a devlog imo. Keep it up though its going to take iteration for sure.
@@gambitdevs1234 I wish to agree with you but then I remembered I'm a lazy prick and didn't want to Read your whole comment.
@@gambitdevs1234 This comment is gold! thank you!
@@Eyzzethedemon Fair enough
That's what I find hard in marketing, how in the world do you market a non viral game lol? I think I shoulda done Viral game first then did ones I wanted
Even if game devlogs were only for other game devs, how is that a bad thing? Other game devs can learn from whatever you are sharing or offer invaluable insight.
Third channel for explaining how you use the Pythagorean theorem in game dev please and thanks
Cool! Thanks!
Amazing video, thanks
I love this video!
Off topic: i kept getting distracted by your door XD what monster you're trying to prevent from getting into your room? XD
Devlogs is cool, but, it is worth to create them? Isn't time and effort to create a blog will siphon from your game? If I'm working on a game solo - creating a blog can take a really big chunk of time. Maybe it's useful to create it when you stuck and want to have a proof of concept? I get a feeling that some people start to create a blog/podcasts, you name it, about game just because they suck at creating games
if the product is good(what is good game is totally another question to answer) - then with a good marketing it will be a success(making profit)
Devlog is a marketing tool?
That’s the question, and the answer is different for everyone. If it’s not worth your time, don’t do it. When Gavin was doing choo choo charles dev logs, he was getting ad revenue and sponsorships to fund his game, plus getting tons of wishlists. If you’re doing dev logs and not getting ad revenue, and not getting sponsorships, and not getting wishlists, then it might not be worth your time. But maybe you see it as a creative endeavor, and you like to build your community, that’s fine too. Have an objective or an end goal for the dev logs before you start doing them. If you’re not getting the desired results, adjust your RUclips strategy, or do something more productive with your time. And you’re right, dev logs are a marketing tool.
Devlog on Patreon? Is it OK with a pay-wall? Yes or No?
_Choo Choo Charles has a devlog?_
...brb
Of course they should!
I want to start by saying i love your stuff and I respect everything you said and agree with quite a bit of it, but a lot of this is survivorship bias. I think most people can't make any type of content successful on youtube let alone a niche market.
there are thousands of devlogs just sitting out there dead.
Yoor game is awesome and unique and you are extremely charismatic and put in the time and effort to make a product for a layman. most cant do any of that
I do recommend making devlogs if you want to make them, but I really think they're one of the worst ways to reach anyone, other developers included.
bottom line is if you have a marketable game, pay an expert to market it. dont bank on becoming an influencer or going viral, these things require tons of skill and effort not related to game dev as well as a heavy dash of luck
Yeah sure but how many devs dont have the skills to make good videos and just end up making dev advice...
I think the point is to consider the objective of the channel before you make content for it. If you want to have a dev advice channel, then do that. But if you want to use it as a marketing campaign for your game, don’t mix it with tutorials or it will sabotage the algorithm.
Interesting that the channel augmented the success of the game, but at the same time the channel is successful thanks to the game 29:17
Sort of but not exactly, the channel was successful on the concept of the game, the host of the channel, content, and editing. Most of the videos were during development. The channel then augmented the success of the game after launch. Viral concept, successful channel, successful launch, in that order.
hawk tuah
Ah Yes hawk tuah indeed.
(Please help me 😢)
Survivor bias 😅
That is such a lie in the beginning I’m not a game developer I’m an **Aspiring** game developer 😂
12:10 heres where he says the most efficient way to get attention is demo and other youtubers.
that is true progress = satisfaction if you upload every single week and show that you added 2 UI elemenets yea im not interestend in that. when you watch each devlog and see t hat game is coming togeather yea that is satisfying
unreal engine tutorials would be cool
Thanks for clarifying the myths spread by these reddit users.
What is your main goal with these videos? Doesn't feel commercial but you getting your voice out of your chest.
Do I need to show my face?
No, but it can make it feel more personal and like you're making a "friend"
my channel is fucked
short answer: yes
long answer: yyyyyeeeeesssssssssss
ok but actually I hated how everyone kept telling me devlogs only appeal to other devs because they probably posted a 20 minute video with 3 cuts and 90% of the footage is code and the engine
so when the next dexlog video in the other channel lol