Focusing on the projects first while making RUclips videos as a byproduct is definitely the way to go. Your skills will improve faster and it shows in the videos. I've found my audience/viewership to also be more stable over the last 6 years than what is common with the more performative content. Educational content can also be part of that process since it's easy to make a good tutorial when you understand a topic very well. Good luck!
This is true for all software related channels. It's best to not treat RUclips as a job but as a form of expression or to show off your projects. You don't need to play the content game to make good content.
I don't really know much about the topic and definitely have not been making any content for that matter, but I do feel like the reason I watch Sebastian Lague even though he posts once in a blue moon was because of the fact he made his videos based on his interests primarily, and the cool little animation demos to help explain his code. Don't give up though! Have more fun with it!!
I still get comments telling me how I should modify my content for my channel, I have to keep telling people I am not a youtuber, I am just making videos and uploading stuff that I want to put up. The whole idea of trying to create a channel, to me, is just silly.
Looking forward to your new content and best of luck with your fight against tyranny! I'm at 4.5 years of gamedev YT and the advice I give is to know what you want to get from your youtube channel before you start. Is it internet fame? Then you need to feed the algorithm (as you say - a performance or tutorial). However that's not the only reason... Is it to drive wishlists for your games? Then you need to be entertaining and have a fun game ready to show. Is it to get feedback? Then you need to be humble and honest, ask for help and admit ignorance. Is it to be part of the community? Then you need to be prepared to watch a lot of other people's devlogs! Is it to get a job? Then you need to be professional and unique enough to stand out. Perhaps only one video as a show reel is all you need. All of those could be the right answer, but the goal should drive the kind of content you make.
Development in general is doomed. The fault is... paradoxically... the industry. Every "Do's" and "Don'ts" are meant for one purpose only... the constant churning of sub-par code, solutions that suits the problem because: they "just work", while product managers deliver dreams of buggy programs every 3 months. Maybe this is because of my bad experience helping a uni professor in a non-developed country, but... the way some universities are teaching is extremely underwhelming... almost unethical >> "Use this 2k line component to make a UI" The issue? It takes years to understand Processes arbitration in multicore architecture. Years to understand Program Order. Years to understand Processor/JIT optimizations. Years to understand event-loop systems. Years to understand WHY ALL OF THESE CONCEPTS **DETERMINE** the way that THAT 2k line component looks the way it does... Years of pain and sweat to learn the underlying paradigms just to understand how NOT to use such components in the wrong way... which is even more important than knowing how to use them.... How do I know US Universities are equally as lost??? Just look at the amount of priority Dev youtubers give to *CAS principles*, *Program Order* or the different *Memory Lock Strategies* from the different processors... NONE... Why is this important??? Well... this is everything!!! A few days ago, the Primeagen did a reaction to someone hating on Rust... I personally don't like Rust, don't know Rust either... but the core issue of why that specific code snippet was hard was because of a strong CAS problem in communication feedback. And NOWHERE... in ANY Information technology (IT) pensum have I seen such POINT been taught in a BROAD GENENRAL TERMS... I don't even THINK there exist any THEORY that defines how CASing, LOCK STRATS and the general way Computer Architectures work with and define System's Communication... and Communication as a WHOLE: > Sequential Dispatch, > Parallel Dispatch: > Reactive/Proactive Consumption. > Proactive enqueued/interrupted Consumption. > Event-loop sequentiality/Lock-free cache arbitration + version control > Message Version Control, > Async Producer-Consumer, ... > there is not even a proper name for... "(call)back-propagation" feedback (highjacked from AI), etc...) If this is the first time you've heard these terms, is because there is NO STANDARD theory... when it should.... The concepts are all over the place, so much so, that every language has their own syntax to treat the same problems... when If the Field of IT would've properly been structured around CORE concepts (such as CASing or cache exclusivity strats and how they interact with communication processes (internet, local, cache level, system's communication in general)) Every Language could've at least kept similar syntaxes. "Professional" programmers are rather more interested in grading the different languages based in its syntaxes, in how "verbose" they are... in how fast a print can be achieved... but never think of it in general system's terms. And that is how AI may potentially take some jobs... not because AI is "smart", but because of surface understanding and a lack of curiosity of everyone involved.
As a Georgian migrant currently living in Australia as a result of the 2008 Russian Georgian situation it's tragic to hear these issues are still plaguing us to this day. This is the first video I've seen from you (youtube algorithm recommendations popping off) but best of luck on your work and your channel, hopefully game dev becomes a path forward for you as a result of your hard work! I'm exploring the software engineering space myself and while it's a different ball game here in Australia, it's still pretty tricky to find opportunities for work in general which kinda sucks
I understood what this was actually about from the title, guess I have maxed out my foresight. Indies have to be multidisciplinary to make everything on their own however if it doesn't pertain to game development you don't need to do it, glad that's sorted for you. I learned about everything pertaining to video as a child just out of sheer curiosity but I haven't really done a lot with those skills after getting into gamedev a few years back. Yet my experience with music production, art fundamentals and writing became really good to have all of a sudden and this is also all been self-taught, including programming. Figures.
19 years of working in game dev studios and publishers as 3D/game engine R&D programmer and producer. I'm now retired from the industry and doing other things as work. But I decided to subscribe to your channel as what you said in the video sounded interesting to me :)
no hate or anything, but this is exactly how I feel about Thomas Brush - something just feels... off about his content, as if 80% of the energy spent is on the 'content' and not the 'contents' of his videos
Great video, and great timing. I feel like so many performative videos have lost steam basically doing the same thing as each other, and the informative ones have run out of easily accessible topics for now. Love your summarization, and think it is awesome that you're bringing awareness to Russian politics at the same time. Good luck. Fight a good fight.
There is always a point to choose something particular from a bunch of possible. I like your choice, being a dev myself, and I see the true dev, not a youtuber. ;-) Good luck in your journey, Tanta!
Another thing to note, educational content is a lot more difficult to make have mass appeal than performative content, so you're more likely to reach mostly other game developers with it.
I understand. I perceive RUclips in 2 ways: work and pleasure. I think pleasure is better, because working on RUclips is not about pleasure, it's better to go to a regular job (for me). I like to perceive RUclips as a random intermediary for creating a community, just a place where random game updates will be published
It's all about leaning more towards "gamedev" or "youtuber", so yeah finding out that game development it's where you feel better it's great. I personally feel more between "gamedev" and "programmer", which some times gives me a good bunch of headaches, and even tho u thought on making gamedev videos, i never felt like i was on position to say much. Good luck!
good video! correct with the 2 types of video, i think theres a 3rd type of RUclips gamedev content. the Dev Log, diary kind of content which you talk about the stage the game is in, what worked, what didnt, what are the next goals etc
I coudn't agree more. Stopping dev-tubing to instead lock into deep work is one of the better choices I've made. It's close to impossible to do both meaningfully (unless ones life is completely free of responsibility). Great vid, good luck to you.
I'd argue it's best to treat Gamedev RUclips videos as a form of marketing - every video and devlog should just be a way to reach a broader audience for your creation.
Totally agree ! It's been close to 3 years doing gamedev youtube for me and I realized that there was a direct contradiction between what I need to do to make good youtube and what I need to do to make a good game, forcing me to do stuff just for youtube, taking away time from the important part of making a good game (or at least trying to). Like you said, it feels like 2 jobs. I almost stopped, but I'll do quick short devlogs every X months just to keep it alive and have more than 0 eyes on my game. But while we all wish gamedev youtube was marketing, it's really entertainment, the great majority will never care to buy the game in the end, they are here to watch. Good luck in your gamedev learning journey, I hope you can manage to find a job in the end.
I've been saying the same things, from the opposing perspective, for years. Since I went from "trying to learn gamedev" to considering myself actually competent as a developer: I keep trying to find incentive to maintain social media, but I never actually find it. What will sell more copies? A well made game, or 100,000 RUclips followers cheering me on? Obviously, the former. It's beyond comparison. And over the years of saying "I'll get around to postinf a devlog eventually" I've reached a point where I just posted another ramble casually discussing water simulation, a custom built world generator, rewriting Unreal's Landscape actors from step zero because I don't have any need for them, while modelling 7 new playable characters this week, while.. Well, etc. And the hardest part of it all? Making one decision when I have 5,000 options. Once I've done that, I have little trouble executing it. And this is in 3 years. And I keep recording, then failing to upload, the same talk where I say "I can't find any reason to post another update, and have found entirely too many reasons to just code one in silence instead." Game developers are also pretty boring, to anyone who doesn't want to spend hours talking about math, psychology, weird hacks that make a hierarchy problem into a boon, etc. Our games are supposed to be fun because we forgot what fun was several solar cycles ago while surviving off coffee and passion alone. I wish you the best of luck on the job hunt. At least let us know if you land one, even if you can't say with who.
At least there's Performative, Educational, and Progress/Devlog. Sometimes I like to watch a chill video where someone has a cup of tea and talks about something they did for their game even without it being a performance or education.
I'm sure that the most important thing in any youtube video is how you manage to deliver it to your audience. Yeah, it may sound cliche-ish, but it really important. i.e. I often catch myself watching some really long low-level asm coding videos as enterprise programmer... which you can guess absolutely disconnected from each other, but I really enjoy how it all presented. And I hope Georgians will get through!
Being a dev for exactly 2 days, I agree, essentially, we'd have 2 jobs, one is youtube and one is making our game. I don't like making the performative content, I'm not using RUclips for that now; I happened to be a creator that analyses games before, so it's blending in well; but, I hear you.
This is the first video of yours I am seeing, and I really wish you luck with being able to get a job outside of Georgia... The situation with expansionist Russia is terrible, and I wish you luck in getting out of there and getting safe.
There are a few hidden gems out there making actual developer logs which I love.. hard to stay motivated out here so I appreciate the ones who stick around. I know it's tough when all you see (majority) are meme-devs making "24 hours to re-create x game" with millions of views.
I barely have enough time to dev and write a blog, I can't imagine how anyone gets serious devving done while also producing a ton of high quality performative OR educational content, at that point you are a youtuber who does dev on the side
when i saw pontypants devlog on difficult game about climbing and miziziziz's devlogs after releasing the game, i knew that it was going to be my strat as well
OK, not sure if anyone else mentioned this in the comments -- but I think it's possible to create a 3rd type of game dev content that doesn't fit the definition of either of the proposed categories. I'm thinking of a dev-log, they can be fun for people to watch (assuming they are fans of the game you are making) and they don't require the same level of work as the purely performative content (you have to do some extra work to document what you are doing, but you can still be working on your actual game). I guess maybe dev-logs might not generally do as well as the other types of content -- so maybe that's why they weren't included in the discussion. Nice video, thanks for making it!
2:09 I'm a big fan of videos that cover unique challenges and their approaches. aarthificial's videos are awesome, because they're in a sweet spot of entertaining and informative. The more educational aarthificial videos don't teach a solution to a problem that I've already seen solved a hundred times over. And when aarthificial videos are more "devlog" oriented, like "Pixel Art Animation. Reinvented", they pose an interesting problem with a solution that gives me a more well rounded perspective on game dev, rather than serving as a "glossed up RUclips scrum meeting" where all the changes made for that week are described and they show the food they made (although I enjoy those videos too).
So much respect for saying this out loud. Someone needs to. Feature-by-feature youtube content makes me annoyed because it's never made in a sustainable way. When you start actually working with the technologies they've explained you see how little they understood it, and that they basically made their content while following a tutorial themselves.
Hey! Is that the EditorsKeys SL 300? I'm looking at your video and really enjoying what you're putting down -- thanks for your honest, open take --, and I glance at the pretty blue light and I'm like heyyyyyy that looks FAMILIAR hehe
Ironic how this is *the* video doing best in terms of traffic on your channel right now, eh? Subscribed because of the integrity you've shown in this vid :)
youtube just recomended me this video and I'm agree, I wanted to do the a kind of "perfomantive" content but instead of the "I DID [existing game] BUT WITH RTX AND IN 24] type I want to do like "HOW I FIX THIS BUGS IN MY GAME", but the thing is that I don't want to have to do 2 works 😩... even that I'll give a try until I get tired of record my screen with gaps of 30 minutes doing nothing (?).
Got some good insight here! I love how you mentioned that doing "performance" content is like doing 2 jobs, because doing both game dev and RUclips at the same time can get pretty exhausting. Thankfully, i don't think you have to be solely one or the other; I'd say my content is packaged as performative to attract a wide audience but I sprinkle in a bunch of educational content in my vids so the viewer (and me) can learn about game dev. I also think you need to be passionate about both game dev and RUclips too survive in the game dev YT space, and a lot of people are only passionate about one or the other. Great vid 👍
thank you! and yes, i do mention it as well when i say that youtubers doing performative content aren't necessarily worse professionals in terms of gamedev! i myself personally can't manage 2 jobs at once, but i'm glad it works for you ^^
making content vs making art Charlatan Wonder has some good rants about this. I actually love the non-content game dev youtubers more, they don't make money, the content does not help them sell their game, they are literally just blog posting about a hobby.
მაიცა ქართველი ხარ? შანსი არააააა. Broooo nooo wayyyyyyy LETS FUCKING GOOOO. მართლა მომეწონა ეს ვიდეო პირველად ვიპოვე შენი არხი. რუსებს რაა დედის ტ*****. subscribed. I honestly respect the grind respect the change of strategy. I wanted to do youtube for fucking forever tried some things here and there but never had the courage to fully commit and fail, you really motivated me ngl. I have special respect for people who try fail and move on change the strategy. წარმატებები.
აბა რააააააა! ვერ ვიტყვი რომ დავფეილდი. პირიქით, არხი იქაჩებოდა და გამომწერები სტაბილურად მემატებოდა, მაგრამ ინფლუენსერობა არასდროს მინდოდა D: უფრო მინდოდა კოდის კონტრიბუცია (და თამაშების პროგრამისტად მუშაობა) მარა არ გამომდიოდა და იმედია აწი გამოვა >.> მადლობა კეთილი სურვილებისთვის
for me at least, gamedev youtube is a means to motivate myself. If I have an audience that expects to see the next devlog, then I'm pressured to work on it. Furthermore, the positive comments and constructive criticism I recieve also help motivate and improve myself. In my experience, gamedev youtube has only been a positive.
hi, thanks! i started playing around with unity when i was 15, and i dont really have a stable source of income yet. that's why i'm trying to find a job in the gamedev industry
Game Dev youtubers either want to be a youtuber or they want to market - both leading to sort of a phony feeling. Pure educational channels like Brackeys are the only channels I find value in. That and those 12 subscriber channels that upload 20 second videos on an alternate method to do something in an engine.
Oh cool! This is the first video I watch on this channel, which feels a little wrong. "big changes coming!" BUT I JUST GOT HERE! Anyway, I have been trying to get into the game industry for a while now as well. I got a failed kickstarter under my belt now, and a few projects I can start sending pitch decks to publishers. And one thing I did consider was youtube. I was on the fence about it, but you have discouraged me from taking the plunge. Ultimately I want to make games, not game adjacent content. So far, the furthest I've been in this entertainer direction is just writing a blog on patreon. All in all, I'm glad I found your channel, and it seems I found it at the right time. I really don't care for the "making my dream game in a week" kind of content, but I do love some passionate sharing of knowledge and projects. Take care! Fuck Russia.
I'm gonna be honest. I was watching your every video a long time ago. then youtube stopped suggesting your videos even if I do check your channel time to time. its about consistency of uploads I guess. algorithm doesn't like 2 week no upload then stops suggesting. (also viewer retention)
I make my videos to document my code , and it conflicts with the youtube algorithm to the point where A.I. tools like "VID IQ" literally have ZERO CLUE what I am doing . ( Based on their AI video title suggestions )
@@tamta_asatiani 😂😂😂 Ah yes, the Austria-Australian dilemma 🤣 Well, I knew about Georgians beforehand - not only because I had some great Georgian food in Krakow (egg in bread??🤤🤤🤤), but also because of Russian friends going there for vacation 😁. And the Tamar campaign in AoE2 certainly helped deepening the interest. Hopefully I'll get around to reading The Knight in the Panther's Skin 😌
Be careful with sticking your name to your projects like youtube channel and so on. If you happen to do something that you are later not proud of, it will stick with your name forever. And if you make unpopular decisions like add microtransactions to your game, then players could try to cancel you in real life. If you go by some nickname then majority will never get to know who you are. And to those game companies you can just include your github username in your CV. But anyways I wish you all the best with pursuing your dreams of becoming a game developer.
thank you! and being recognized is kind of the point, it gives me more chances to get hired i dont like nfts, microtransactions, ans gambling, so i hope it'll all be fine
devlogs don't quite seem to fit into your two categories, no? Also, for the first type, videos like "3 developers jam off the same art kit" does help you, no? Just like game jams are useful, and there you get to connect with other game devs as well.
@@tamta_asatiani Thanks for clarifying that. I assumed that's what you meant when you were talking at around 1:21. Since you didn't actually say what you thought I interpreted it that way. Many of us game developers lack some or all of the skills necessary to make a game by ourselves but assets enable us to still bring our vision to life at least partially. Also some of us are too lazy to do it all or don't have the time but still have the skills. Even if you boil game development down to just making the levels on a terrain and placing premade 3D models on the terrain and using existing tools to help with the placement of certain objects on the terrain it's still quite a bit of time and effort that one person has to put into it just for that. If you then placed the burden of having to do it all from scratch except for the game engine then that would be overwhelming even if you were insanely good at all of the necessary skills. I'm doing it solo so I try to save on time and effort wherever I'm able to.
Too bad a lot of big GameDev RUclipsrs sell the dream of RUclips GameDev because it worked for them. Not everyone is good at it or want to be a youtuber... i never did youtube because i didn't like to make content, i like developing games. I work in the industry right now and i'm not a famous youtuber! Of course i can't just make my dream game and everyone will know about it, but being relevant on youtube is actually more difficult than make a good game that sell itself. At least for me, because i don't want to make youtube! So if you don't feel the youtube thing, don't do it. There are many roads to take for gamedev journey, take the best one for you. Nice Video!
Hey, I'm happy to make you a portfolio website if you're up for it. I am currently on a web development course and need some projects to fill out my portfolio.
i am very very thankful for the offer, but i don't really need a portfolio website, i think using github is the best option for app/game developers. also, if i was in your shoes, i'd rather make a website about something i'm really passionate about. for me that's nier for example : )
Don’t do game dev RUclips, not even once. I lost my wife and kids
🤣
That's a wild conclusion
happens to the best of us bro
wtf
i get your point that you are trying to be funny and you failed horribly
"Ghithub first, RUclips second", you're right, better to be a developer than an influencer.
well, to each their own. if someone wants to be an influencer, that's their choice
@@tamta_asatiani Exactly
is this a psyop? this channel has 10 videos
Focusing on the projects first while making RUclips videos as a byproduct is definitely the way to go. Your skills will improve faster and it shows in the videos. I've found my audience/viewership to also be more stable over the last 6 years than what is common with the more performative content. Educational content can also be part of that process since it's easy to make a good tutorial when you understand a topic very well.
Good luck!
Agreed!
It's def not worth doing as a grind, just for fun. Hope you get that job and Georgia stays good!
Georgia? GEORGIA MENTIONED
Exactly. You've stolen my words. I'm from Ukraine, and I also wish the best to Tanta, her passion, her plans, and her country.
I made a game in... hang on, Unity's loading. Still loading. Um, you know what, this could take a minute. Let's just watch RUclips.
Sounds like you have a great idea on direction! Good luck to you and I look forward to what is to come!
This is true for all software related channels. It's best to not treat RUclips as a job but as a form of expression or to show off your projects. You don't need to play the content game to make good content.
I didn't know it was possible to change a channel name. I thought we had to just create a new channel. Good to learn, thanks.
I don't really know much about the topic and definitely have not been making any content
for that matter, but I do feel like the reason I watch Sebastian Lague even though he posts
once in a blue moon was because of the fact he made his videos based on his interests primarily,
and the cool little animation demos to help explain his code. Don't give up though! Have more fun
with it!!
I still get comments telling me how I should modify my content for my channel, I have to keep telling people I am not a youtuber, I am just making videos and uploading stuff that I want to put up. The whole idea of trying to create a channel, to me, is just silly.
Looking forward to your new content and best of luck with your fight against tyranny!
I'm at 4.5 years of gamedev YT and the advice I give is to know what you want to get from your youtube channel before you start. Is it internet fame? Then you need to feed the algorithm (as you say - a performance or tutorial). However that's not the only reason...
Is it to drive wishlists for your games? Then you need to be entertaining and have a fun game ready to show. Is it to get feedback? Then you need to be humble and honest, ask for help and admit ignorance. Is it to be part of the community? Then you need to be prepared to watch a lot of other people's devlogs! Is it to get a job? Then you need to be professional and unique enough to stand out. Perhaps only one video as a show reel is all you need.
All of those could be the right answer, but the goal should drive the kind of content you make.
Thanks for sharing your thoughts and I hope that things get better in Georgia.
There is a third kind of content - devlogs.
Good luck Tamta! I hope to see some great game development from you in the near future.
love the ocarina of time theme in the background, good luck with your game dev journey!!!!
Development in general is doomed. The fault is... paradoxically... the industry.
Every "Do's" and "Don'ts" are meant for one purpose only... the constant churning of sub-par code, solutions that suits the problem because: they "just work", while product managers deliver dreams of buggy programs every 3 months.
Maybe this is because of my bad experience helping a uni professor in a non-developed country, but... the way some universities are teaching is extremely underwhelming... almost unethical
>> "Use this 2k line component to make a UI"
The issue?
It takes years to understand Processes arbitration in multicore architecture.
Years to understand Program Order.
Years to understand Processor/JIT optimizations.
Years to understand event-loop systems.
Years to understand WHY ALL OF THESE CONCEPTS **DETERMINE** the way that THAT 2k line component looks the way it does...
Years of pain and sweat to learn the underlying paradigms just to understand how NOT to use such components in the wrong way... which is even more important than knowing how to use them....
How do I know US Universities are equally as lost???
Just look at the amount of priority Dev youtubers give to *CAS principles*, *Program Order* or the different *Memory Lock Strategies* from the different processors... NONE...
Why is this important??? Well... this is everything!!!
A few days ago, the Primeagen did a reaction to someone hating on Rust... I personally don't like Rust, don't know Rust either... but the core issue of why that specific code snippet was hard was because of a strong CAS problem in communication feedback.
And NOWHERE... in ANY Information technology (IT) pensum have I seen such POINT been taught in a BROAD GENENRAL TERMS... I don't even THINK there exist any THEORY that defines how CASing, LOCK STRATS and the general way Computer Architectures work with and define System's Communication... and Communication as a WHOLE:
> Sequential Dispatch,
> Parallel Dispatch:
> Reactive/Proactive Consumption.
> Proactive enqueued/interrupted Consumption.
> Event-loop sequentiality/Lock-free cache arbitration + version control
> Message Version Control,
> Async Producer-Consumer, ...
> there is not even a proper name for... "(call)back-propagation" feedback (highjacked from AI), etc...)
If this is the first time you've heard these terms, is because there is NO STANDARD theory... when it should....
The concepts are all over the place, so much so, that every language has their own syntax to treat the same problems... when If the Field of IT would've properly been structured around CORE concepts (such as CASing or cache exclusivity strats and how they interact with communication processes (internet, local, cache level, system's communication in general)) Every Language could've at least kept similar syntaxes.
"Professional" programmers are rather more interested in grading the different languages based in its syntaxes, in how "verbose" they are... in how fast a print can be achieved... but never think of it in general system's terms.
And that is how AI may potentially take some jobs... not because AI is "smart", but because of surface understanding and a lack of curiosity of everyone involved.
As a Georgian migrant currently living in Australia as a result of the 2008 Russian Georgian situation it's tragic to hear these issues are still plaguing us to this day. This is the first video I've seen from you (youtube algorithm recommendations popping off) but best of luck on your work and your channel, hopefully game dev becomes a path forward for you as a result of your hard work! I'm exploring the software engineering space myself and while it's a different ball game here in Australia, it's still pretty tricky to find opportunities for work in general which kinda sucks
I understood what this was actually about from the title, guess I have maxed out my foresight.
Indies have to be multidisciplinary to make everything on their own however if it doesn't pertain to game development you don't need to do it, glad that's sorted for you.
I learned about everything pertaining to video as a child just out of sheer curiosity but I haven't really done a lot with those skills after getting into gamedev a few years back.
Yet my experience with music production, art fundamentals and writing became really good to have all of a sudden and this is also all been self-taught, including programming.
Figures.
19 years of working in game dev studios and publishers as 3D/game engine R&D programmer and producer. I'm now retired from the industry and doing other things as work. But I decided to subscribe to your channel as what you said in the video sounded interesting to me :)
no hate or anything, but this is exactly how I feel about Thomas Brush - something just feels... off about his content, as if 80% of the energy spent is on the 'content' and not the 'contents' of his videos
He's not here to make games but to sell useless courses
Great video, and great timing. I feel like so many performative videos have lost steam basically doing the same thing as each other, and the informative ones have run out of easily accessible topics for now. Love your summarization, and think it is awesome that you're bringing awareness to Russian politics at the same time. Good luck. Fight a good fight.
There is always a point to choose something particular from a bunch of possible. I like your choice, being a dev myself, and I see the true dev, not a youtuber. ;-) Good luck in your journey, Tanta!
Another thing to note, educational content is a lot more difficult to make have mass appeal than performative content, so you're more likely to reach mostly other game developers with it.
I understand. I perceive RUclips in 2 ways: work and pleasure. I think pleasure is better, because working on RUclips is not about pleasure, it's better to go to a regular job (for me).
I like to perceive RUclips as a random intermediary for creating a community, just a place where random game updates will be published
It's all about leaning more towards "gamedev" or "youtuber", so yeah finding out that game development it's where you feel better it's great. I personally feel more between "gamedev" and "programmer", which some times gives me a good bunch of headaches, and even tho u thought on making gamedev videos, i never felt like i was on position to say much. Good luck!
good video! correct with the 2 types of video, i think theres a 3rd type of RUclips gamedev content. the Dev Log, diary kind of content which you talk about the stage the game is in, what worked, what didnt, what are the next goals etc
I coudn't agree more. Stopping dev-tubing to instead lock into deep work is one of the better choices I've made.
It's close to impossible to do both meaningfully (unless ones life is completely free of responsibility). Great vid, good luck to you.
What a great time to subscribe! I hope you can stay safe and find whatever makes you happy :)
I'd argue it's best to treat Gamedev RUclips videos as a form of marketing - every video and devlog should just be a way to reach a broader audience for your creation.
goated pfp
Totally agree ! It's been close to 3 years doing gamedev youtube for me and I realized that there was a direct contradiction between what I need to do to make good youtube and what I need to do to make a good game, forcing me to do stuff just for youtube, taking away time from the important part of making a good game (or at least trying to). Like you said, it feels like 2 jobs.
I almost stopped, but I'll do quick short devlogs every X months just to keep it alive and have more than 0 eyes on my game. But while we all wish gamedev youtube was marketing, it's really entertainment, the great majority will never care to buy the game in the end, they are here to watch.
Good luck in your gamedev learning journey, I hope you can manage to find a job in the end.
thank you so much and good luck to you as well!
I've been saying the same things, from the opposing perspective, for years. Since I went from "trying to learn gamedev" to considering myself actually competent as a developer:
I keep trying to find incentive to maintain social media, but I never actually find it. What will sell more copies? A well made game, or 100,000 RUclips followers cheering me on?
Obviously, the former. It's beyond comparison.
And over the years of saying "I'll get around to postinf a devlog eventually" I've reached a point where I just posted another ramble casually discussing water simulation, a custom built world generator, rewriting Unreal's Landscape actors from step zero because I don't have any need for them, while modelling 7 new playable characters this week, while.. Well, etc.
And the hardest part of it all? Making one decision when I have 5,000 options.
Once I've done that, I have little trouble executing it.
And this is in 3 years. And I keep recording, then failing to upload, the same talk where I say "I can't find any reason to post another update, and have found entirely too many reasons to just code one in silence instead."
Game developers are also pretty boring, to anyone who doesn't want to spend hours talking about math, psychology, weird hacks that make a hierarchy problem into a boon, etc.
Our games are supposed to be fun because we forgot what fun was several solar cycles ago while surviving off coffee and passion alone.
I wish you the best of luck on the job hunt. At least let us know if you land one, even if you can't say with who.
Just found your channel. Fellow game dev here :) I think you will do well!
Don't hold yourself back, you MUST try at first
Alexander Bruce: " A lot of people use the word luck to explain things they don't understand"
Good Job! Good Luck :)
At least there's Performative, Educational, and Progress/Devlog. Sometimes I like to watch a chill video where someone has a cup of tea and talks about something they did for their game even without it being a performance or education.
I'm sure that the most important thing in any youtube video is how you manage to deliver it to your audience. Yeah, it may sound cliche-ish, but it really important. i.e. I often catch myself watching some really long low-level asm coding videos as enterprise programmer... which you can guess absolutely disconnected from each other, but I really enjoy how it all presented.
And I hope Georgians will get through!
"Here's how I programmed a backdoor into my game - Customer Data Deep Dive #24"
but i will still do it bcz is my life
Being a dev for exactly 2 days, I agree, essentially, we'd have 2 jobs, one is youtube and one is making our game. I don't like making the performative content, I'm not using RUclips for that now; I happened to be a creator that analyses games before, so it's blending in well; but, I hear you.
This is the first video of yours I am seeing, and I really wish you luck with being able to get a job outside of Georgia... The situation with expansionist Russia is terrible, and I wish you luck in getting out of there and getting safe.
I just got into a game design college and this video came to me 😮
I love when the RUclips algorithm throw hidden gems like this channel to my recommendations :D
I wish you all the luck and success
Whoever you are, you sound like a voice actor. I've heard your voice somewhere else, but I have no idea where.
i've never voice acted so i'll take it as a compliment
Thanks. And, cool name! 😎👍
There are a few hidden gems out there making actual developer logs which I love.. hard to stay motivated out here so I appreciate the ones who stick around. I know it's tough when all you see (majority) are meme-devs making "24 hours to re-create x game" with millions of views.
> hey, follow my advice, I speak from experience
*has only 5 videos posted prior to this one, out of which 4 are about game dev*
Best of luck on your gamedev journey and with your protests!
I barely have enough time to dev and write a blog, I can't imagine how anyone gets serious devving done while also producing a ton of high quality performative OR educational content, at that point you are a youtuber who does dev on the side
It's ok.
Nice to hear, it's a reality check (and shock) for a lot of people to understand the amount of effort required to keep things running.
when i saw pontypants devlog on difficult game about climbing and miziziziz's devlogs after releasing the game, i knew that it was going to be my strat as well
Following your journey!
I know a tiny bit about Georgia, mainly the bench seats in cars and no mandatory child seats.
Miss those days over here.
OK, not sure if anyone else mentioned this in the comments -- but I think it's possible to create a 3rd type of game dev content that doesn't fit the definition of either of the proposed categories. I'm thinking of a dev-log, they can be fun for people to watch (assuming they are fans of the game you are making) and they don't require the same level of work as the purely performative content (you have to do some extra work to document what you are doing, but you can still be working on your actual game). I guess maybe dev-logs might not generally do as well as the other types of content -- so maybe that's why they weren't included in the discussion. Nice video, thanks for making it!
What's your gamedev channel you're talking about? Did you delete the videos already?
2:09 I'm a big fan of videos that cover unique challenges and their approaches. aarthificial's videos are awesome, because they're in a sweet spot of entertaining and informative.
The more educational aarthificial videos don't teach a solution to a problem that I've already seen solved a hundred times over. And when aarthificial videos are more "devlog" oriented, like "Pixel Art Animation. Reinvented", they pose an interesting problem with a solution that gives me a more well rounded perspective on game dev, rather than serving as a "glossed up RUclips scrum meeting" where all the changes made for that week are described and they show the food they made (although I enjoy those videos too).
So much respect for saying this out loud. Someone needs to. Feature-by-feature youtube content makes me annoyed because it's never made in a sustainable way. When you start actually working with the technologies they've explained you see how little they understood it, and that they basically made their content while following a tutorial themselves.
Hey! Is that the EditorsKeys SL 300? I'm looking at your video and really enjoying what you're putting down -- thanks for your honest, open take --, and I glance at the pretty blue light and I'm like heyyyyyy that looks FAMILIAR hehe
Well done and best of luck!!
Commenting for better reach!
Ironic how this is *the* video doing best in terms of traffic on your channel right now, eh? Subscribed because of the integrity you've shown in this vid :)
yep, the irony isn't lost on me
and thanks for the subscription!
Hope you find a good place to work at
youtube just recomended me this video and I'm agree, I wanted to do the a kind of "perfomantive" content but instead of the "I DID [existing game] BUT WITH RTX AND IN 24] type I want to do like "HOW I FIX THIS BUGS IN MY GAME", but the thing is that I don't want to have to do 2 works 😩... even that I'll give a try until I get tired of record my screen with gaps of 30 minutes doing nothing (?).
i don't know u but i support u, i wanted to escape from russia to georgia to become a game designer, u got this person💙 (i don't know your gender)
The best way to fail is to not try. You do game dev streaming which is slower paced and doesn't need to be packed into a video
3rd type: devlog, usually less view but ThinMatrix made it work well.
damn I respect your courage to just stop and move on to new things
My RUclips channel is for my portfolios.
Warning to all starting out: The THUMBNAILS are a LIE
Got some good insight here! I love how you mentioned that doing "performance" content is like doing 2 jobs, because doing both game dev and RUclips at the same time can get pretty exhausting. Thankfully, i don't think you have to be solely one or the other; I'd say my content is packaged as performative to attract a wide audience but I sprinkle in a bunch of educational content in my vids so the viewer (and me) can learn about game dev. I also think you need to be passionate about both game dev and RUclips too survive in the game dev YT space, and a lot of people are only passionate about one or the other. Great vid 👍
thank you! and yes, i do mention it as well when i say that youtubers doing performative content aren't necessarily worse professionals in terms of gamedev!
i myself personally can't manage 2 jobs at once, but i'm glad it works for you ^^
making content vs making art
Charlatan Wonder has some good rants about this.
I actually love the non-content game dev youtubers more,
they don't make money, the content does not help them sell their game,
they are literally just blog posting about a hobby.
Like for links in the description!
You have a cool name. I like your channel 🙂
მაიცა ქართველი ხარ? შანსი არააააა. Broooo nooo wayyyyyyy LETS FUCKING GOOOO. მართლა მომეწონა ეს ვიდეო პირველად ვიპოვე შენი არხი. რუსებს რაა დედის ტ*****. subscribed. I honestly respect the grind respect the change of strategy. I wanted to do youtube for fucking forever tried some things here and there but never had the courage to fully commit and fail, you really motivated me ngl. I have special respect for people who try fail and move on change the strategy. წარმატებები.
აბა რააააააა!
ვერ ვიტყვი რომ დავფეილდი. პირიქით, არხი იქაჩებოდა და გამომწერები სტაბილურად მემატებოდა, მაგრამ ინფლუენსერობა არასდროს მინდოდა D: უფრო მინდოდა კოდის კონტრიბუცია (და თამაშების პროგრამისტად მუშაობა) მარა არ გამომდიოდა და იმედია აწი გამოვა >.>
მადლობა კეთილი სურვილებისთვის
It's one of those activities you can't really do while swimming or exercising but you can try
for me at least, gamedev youtube is a means to motivate myself. If I have an audience that expects to see the next devlog, then I'm pressured to work on it. Furthermore, the positive comments and constructive criticism I recieve also help motivate and improve myself. In my experience, gamedev youtube has only been a positive.
Hey! Loved your video! At what age did you become a gamedev? Also do you have any other source of income or is this your fulltime job? Thanks
hi, thanks!
i started playing around with unity when i was 15, and i dont really have a stable source of income yet. that's why i'm trying to find a job in the gamedev industry
i made my dream game in 40 picoseconds
Today, is nearly impossible for anyone at all to make a living on youtube, so you either do it as a hobby or give up.
Game Dev youtubers either want to be a youtuber or they want to market - both leading to sort of a phony feeling.
Pure educational channels like Brackeys are the only channels I find value in. That and those 12 subscriber channels that upload 20 second videos on an alternate method to do something in an engine.
what's the background music? there is background music, right? or am I crazy?
ocarina of time intro
@@tamta_asatiani aaah, thank you
Oh cool! This is the first video I watch on this channel, which feels a little wrong. "big changes coming!" BUT I JUST GOT HERE!
Anyway, I have been trying to get into the game industry for a while now as well. I got a failed kickstarter under my belt now, and a few projects I can start sending pitch decks to publishers. And one thing I did consider was youtube. I was on the fence about it, but you have discouraged me from taking the plunge. Ultimately I want to make games, not game adjacent content. So far, the furthest I've been in this entertainer direction is just writing a blog on patreon.
All in all, I'm glad I found your channel, and it seems I found it at the right time. I really don't care for the "making my dream game in a week" kind of content, but I do love some passionate sharing of knowledge and projects.
Take care! Fuck Russia.
BASED, but sad.
This happens with all programming content btw.
Don't do youtube or watch youtube is even a better recommendation though.
I'm gonna be honest. I was watching your every video a long time ago. then youtube stopped suggesting your videos even if I do check your channel time to time. its about consistency of uploads I guess. algorithm doesn't like 2 week no upload then stops suggesting. (also viewer retention)
Good luck on your career and good luck emigrating as well; certainly a dangerous part of the world you are in these days.
5 years, but only 4 videos before this?
nope, i had more. like 80ish? but i privated most of them to reflect the content change
I make my videos to document my code , and it conflicts with the youtube algorithm to the point where A.I. tools like "VID IQ" literally have ZERO CLUE what I am doing . ( Based on their AI video title suggestions )
After playing the Georgian campaign in Age of Empires 2 the other day, I see Georgians everywhere! Anyways, good luck in your endeavors 😁🙏
good! glad people finally know about us. when i was little and told ppl online i was georgian they thought i was either russian or american
@@tamta_asatiani 😂😂😂 Ah yes, the Austria-Australian dilemma 🤣
Well, I knew about Georgians beforehand - not only because I had some great Georgian food in Krakow (egg in bread??🤤🤤🤤), but also because of Russian friends going there for vacation 😁. And the Tamar campaign in AoE2 certainly helped deepening the interest. Hopefully I'll get around to reading The Knight in the Panther's Skin 😌
Be careful with sticking your name to your projects like youtube channel and so on. If you happen to do something that you are later not proud of, it will stick with your name forever. And if you make unpopular decisions like add microtransactions to your game, then players could try to cancel you in real life. If you go by some nickname then majority will never get to know who you are. And to those game companies you can just include your github username in your CV. But anyways I wish you all the best with pursuing your dreams of becoming a game developer.
thank you! and being recognized is kind of the point, it gives me more chances to get hired
i dont like nfts, microtransactions, ans gambling, so i hope it'll all be fine
is it ok to add microtransactions to a free mobile game?
I'm from the US and it's sad how much of the world we don't see.
devlogs don't quite seem to fit into your two categories, no?
Also, for the first type, videos like "3 developers jam off the same art kit" does help you, no? Just like game jams are useful, and there you get to connect with other game devs as well.
So you're saying because I use a mix match of assets off of the Unity asset store that I'm not a real game developer?
that is not what i said at all
@@tamta_asatiani Thanks for clarifying that. I assumed that's what you meant when you were talking at around 1:21. Since you didn't actually say what you thought I interpreted it that way. Many of us game developers lack some or all of the skills necessary to make a game by ourselves but assets enable us to still bring our vision to life at least partially. Also some of us are too lazy to do it all or don't have the time but still have the skills. Even if you boil game development down to just making the levels on a terrain and placing premade 3D models on the terrain and using existing tools to help with the placement of certain objects on the terrain it's still quite a bit of time and effort that one person has to put into it just for that. If you then placed the burden of having to do it all from scratch except for the game engine then that would be overwhelming even if you were insanely good at all of the necessary skills. I'm doing it solo so I try to save on time and effort wherever I'm able to.
Thanks
Too bad a lot of big GameDev RUclipsrs sell the dream of RUclips GameDev because it worked for them. Not everyone is good at it or want to be a youtuber... i never did youtube because i didn't like to make content, i like developing games. I work in the industry right now and i'm not a famous youtuber!
Of course i can't just make my dream game and everyone will know about it, but being relevant on youtube is actually more difficult than make a good game that sell itself. At least for me, because i don't want to make youtube!
So if you don't feel the youtube thing, don't do it. There are many roads to take for gamedev journey, take the best one for you.
Nice Video!
You can certainly put a bunch of assets together within one day but it will be crapware and shovelware for the steam store . 😂
Thank you
Hey, I'm happy to make you a portfolio website if you're up for it. I am currently on a web development course and need some projects to fill out my portfolio.
i am very very thankful for the offer, but i don't really need a portfolio website, i think using github is the best option for app/game developers. also, if i was in your shoes, i'd rather make a website about something i'm really passionate about. for me that's nier for example : )
but isnt gamedev youtuber a way to promote your game? maybe it depends how much time you invest on it