I've seen something like this: "I woke up in the morning, picked up fresh tomatoes from the garden, made healthy breakfast, lifted weights for 2 hours, started developing at 8am, got million things done in 8 hours by sitting in perfect posture at my super clean and organized desk." Portraying their life as some kind of Disney movie for game developers.
@DOSRetroGamer9 күн бұрын
You mean Thomas Brush? Lol
@TESkyrimizer7 күн бұрын
real devlog: wake up at 10:45am, skip breakfast, stare at trello board for an hour then decide to work on something completely unrelated, stuck in bugs, "do research" by playing fortnite, argue with your parents/spouse for half an hour about realistic life goals, call it a day after 3-6 hours of actual work, do more "research", go to sleep at 3am you're a game developer now, BABY
@bellatorpoeta12 күн бұрын
Every time I think about making a dev log again, I always think I'd be better off actually working on my game.
@RealCoachMustafa12 күн бұрын
The point that's made about KZbinrs never releasing their games and only making devlogs is a big reason why I unsubbed from so many people. I would see guys spend years talking about their same small indie game, and try to give advice to new indie devs, and at a certain point I feel like "how can I take this guy's advice seriously?" I'm not saying everyone who gives advice online needs to be a complete success, but when someone is spending years and shows very little progress, it gives the impression that they don't know what they're doing. One guy in particular, not going to name any names, would post a video every month with a title along the lines of "YOU NEED TO DO THIS BEFORE YOU START YOUR FIRST GAME" and I'm like, bro, you haven't even finished your first game and it's been years. It just comes off as not being genuine.
@alessandr_013 күн бұрын
Marnix cracked the code, monetizing his bingewatching! :D
@dinokknd13 күн бұрын
This must be the new reaction video meta.
@Kaikaku13 күн бұрын
Guilty of wish listing a game for the devlogger, but then I didn't buy the game...
@inevgames12 күн бұрын
Don't be. Because the number of whistlists also allows us to get investments from investors. So I always ask my friends to add my game to the whistlist even if they are not going to buy the game.
@immitatedone151112 күн бұрын
Nothing to be guilty for. That is valuable in itself. You are saying to devs that you think that the game looks interesting - but dropped out for a number of valid reasons - and you help them in development by boosting their visibility / morale and more. I would love for milions of people to wishlist my game and never buy it :D
@Nipah.Auauau11 күн бұрын
I think the average wishlist-to-purchase ratio is something like 5:1
@ristok449412 күн бұрын
The uncrowned (but with millions, and mansions, by now) king of making devlogs without ever finishing a project is Wintergatan.
@AvexFuddle13 күн бұрын
i wont name names, but i get recommended a particular devlog quite often here on youtube. i checked out their channel once and realised they'd been making the same game for over 5 years and it basically looked the same that whole time... possibly worse now! i guess they realised youtube is making more money than the actual game ever will?
@enamelledp1n13 күн бұрын
I'm guessing this is about dauphin lol
@mandisaw13 күн бұрын
I kept getting recommended Sasquatch's vids, but every time I peeked back in time, or at current vids, it was a different game 😅
@aggoserinn13 күн бұрын
Quack quack
@dinoblacklane164012 күн бұрын
It's actually at a point now where breaking into the indie scene is harder than breaking into yourube
@KWART_O_MANIA12 күн бұрын
@@dinoblacklane1640 or are they the same, like they are linked somehow..
@NeatWolf11 күн бұрын
This video probably summarizes well why I love watching your content - it feels very genuine and relatable. And, coherent with your actions. Those "I made X in X hours" or "I remade X game in Unreal y.z and surprise it looks better!1!" vids - I generally go as far as choosing "Never suggest me videos from this channel again" as fat chance they're just building a prototype or proof of concept that's never going to be released and god knows if I built a few of them - nothing to see there :P
@KummoDeveloper13 күн бұрын
I used to want to make devlogs... but the more i watch you and other devlogs makes me realize that i as a solo dev don't want to waste time making videos when i could be making the game. I still probably will document my progress and i might make a video AFTER the game is done - mostly for me kinda like a memo (so i can go and watch how i did something and/or why - i might also make it detailed enough so other new devs might learn something but am not gonna make tutorials i feel). Maybe if i ever get a team and am making bigger game then i (or rather someone else in team) might make some call for action types of videos that would be released at the same time with demo trailer for example but those might not be devlogs... more like showcases for what is already done for the game and what are future plans. Maybe if we make multiplayer games there might be call for action to join playtesting. But as long im a solo i think i will want to make game 1st and any kinda non-trailer-video only after game is done.
@MThingz13 күн бұрын
likewise, would make sense to make devlog on a second game if you've already created a first game as an indie dev.
@gameboardgames13 күн бұрын
Same boat here! As a solo dev, I only have so much time. And if I put that into making a dev log series, that's time taken away from making my game as good as it can be. Besides, I probably wouldn't be able to get more than 200 views for my dev logs anyways, the algo hates me, so it's not worthwhile.
@RealCoachMustafa12 күн бұрын
I'm wondering if you saw the Choo Choo Charles guy's video about dev logs. He put out a video recently talking about how he got most his wishlists from Devlogs, but the reason why it worked for him and not for most others is because most Devlogs are about the technical details of development, which the audience for the game doesn't care about.
@ultimaxkom872812 күн бұрын
While that assessment _is_ true, it's not the main reason he succeeded big time. The real golden key is its KZbinrs' coverage and virality.
@DOSRetroGamer9 күн бұрын
It's about a horror train. Horror. Train. 'Nuff said.
@TehAntares6 күн бұрын
@@DOSRetroGamer Chris Zukowski said that the horror genre sells, particularly among streamers.
@Arkenhammer13 күн бұрын
Yep. My conclusion is, if you are going to spend 15 hours making a video to promote your game, make a trailer. When making devlogs, you are promoting yourself, not promoting your game. That's fine if that's your goal but, if your plan is to make money selling a game, you are much better off focusing on promoting the game.
@Ustudio-w9s12 күн бұрын
Thanks for sharing this information, I was about to this mistake. This is why i love your channel you guys talk serious stuff in game dev and no bullshit devlogs.
@Nashfanfl1312 күн бұрын
I appreciate all the videos you guys do it helps bring perspective on what I should do thank you.
@Skeffles4 күн бұрын
As a serial devlog watcher I find this topic really interesting. I think too many people put pressure on their devlogs to be a success. Whether that's to market themselves or their game. Too many are shallow copies of more successful videos and feel forced. IMO devlogs are an opportunity to tell a story about a game and the more interesting you can make it the better. It doesn't matter if it's a short thing or a long thing, only if the viewer enjoys it and finishes the video knowing something new. I'm not saying every devlog I've made is like this but I wish more devlogs followed this approach.
@mandisaw13 күн бұрын
I think journalling and giving developer interviews are better ways to market the "behind the scenes" aspect of game-dev. I keep notes, screenshots, and clips of interesting or funny bugs and changes, to use closer to launch (or post-launch), kind of like director's DVD commentary. I think the "devlog makes more than the game" phenomenon is why so many ppl make them now. Problem is that's "insider knowledge" that many beginners don't realize, so they think you can legit build a following for your game or studio that way. Players won't care about your creative process until after they see the end-result.
@Ironroc13 күн бұрын
Hit the nail on the head for the reasons I haven't been making any recent devlogs. They're fun to make and only take about 6 hours for me to do, but besides the reasons you mentioned, I didn't feel right giving out a bunch of advice in my devlogs when I hadn't released a solo game yet and have been working on the same small game for years 😅
@ultimaxkom872812 күн бұрын
Devlog. Develop(er/ment) Log. There's no requirement to offer advice, especially experienced advice, in a development log.
@vast63413 күн бұрын
A devlog can be interesting by itself, but doenst mean i find the game itself interesting enough to bother clicking several times to wishlist it.
@beeshings12 күн бұрын
The best devlogs are the guys who "remake Breath of the Wild in 2 days" but have absolutely ZERO projects you can actually download and play yourself. Just videos on KZbin...
@ristok449412 күн бұрын
Thank you for this video! It's ultra helpful.
@outliersocial12 күн бұрын
Completely agree with this video, with one exception - the assumption that the primary objective of all devlogs is wishlists. We make devlogs for our game Mars Attracts as part of our marketing strategy, but the purpose is to grow and engage with a small number of 'super fans'. We're primarily interested in developing the relationship between developer and community. Just a small number of these hyper engaged players can mean more detailed playtesting feedback, stronger day 1 reviews, better onboarding for others joining the game's community, etc. We reach out to influencers, festivals/events and press to drive exposure and wishlists for the game, and focus the devlog on the very bottom of the marketing funnel. Not sure how common that is as an approach, but I'd bet there are quite a few devloggers with a similar focus.
@inevgames12 күн бұрын
Another good thing about devlogs is that if we are going to do guide series or consultancy on game development, we can show our knowledge through devlogs.
@lolololololnoobs10 күн бұрын
Thanks for being real and not fake
@ericdesjardins495513 күн бұрын
I created my own Dev Log series to adress the fact that the others series are click bait that lead nowhere, but i'm not dev logging Feline Realms itself, I instead showed how to use unity to make a small game from A to Z; now if only KZbin would promote actual guides like mine instead of click bait " i made botw in 1 hour " videos Cheers from Canada
@Zaczac1118 күн бұрын
There's this one channel I stumble upon that currently has three games stuck in limbo with only two people working together. Worst part is they sold their house a while back to fund their dev time... and still haven't released a game...
@bazyt111 күн бұрын
Yeah, pretty much what I thought. Kudos to devs who make devlogs - I enjoy watching them and they're a LOT of work to make. I think you have to just enjoy creating them, and perhaps having a public record of your progress, rather than sitting isolated as an indie (?). But, yeah, the time it must take! Maybe one tiny benefit of wishlists from fellow devs / followers is higher chance of a useful Steam review if they do purchase? They were very invested, likely to leave a review. Perhaps.
@ComputerKim12 күн бұрын
Have you seen "Should Game Developers Make Devlogs?" by Scientia Ludos? (dev of choo choo charles)
@alhu551411 күн бұрын
With devlog numbers people get recommended to random video in a series and like it and start watching it but after some time these give up so it's not a good or a bad thing for the channel but it is nice for me as a viewer. (Just like grouping in a playlists)
@timothywright45096 күн бұрын
This man out here doing gods work lol
@bogoid12 күн бұрын
Always wanted to create a yt channel named permadeving or something among those lines just to post devlogs on an absurdily impossible project (ie: let's recreate gta 5 in assembler)
@nerdchomp11 күн бұрын
I know this is a video about the down sides of making devlogs, but I'm flattered you used my devlog footage. I have imposter syndrome and I like being included 😅
@bitemegames11 күн бұрын
At least you got the Steam page as wel. -M
@TheRopiak12 күн бұрын
Great video. I've developed a deep dislike for devlogs and game dev advice (not tutorials) coming from people who have never made or finished a game or worked in the industry in any way. The value as a learning tool is zero for all the reasons you explained.
@unstableanimates807011 күн бұрын
As someone who just made my first dev log and this video made me realize that it’s not really that good lol. I didnt make a steam page and its evident that my dev log style isnt that engaging. It was good reflecting on all the mistakes that I made and I’ll try to improve in the next one. Thanks for the insights!
@SUPERitaa12 күн бұрын
could have used my footage for the dani style examples but fo sure king
@bideosgrasiososjajd12 күн бұрын
follow the money and you'll understand everything
@FeysGameDev12 күн бұрын
I just started with a devlog, but mostly because I want to just record my journey and share it with people who might be interested. Usually around 2-5 minutes, just pointing out the last few updates and changed. Sounds like you'd say that's a waste of time, hm?
@humman00712 күн бұрын
KZbin recommends kind of videos one has watched before, a gamer will get a video of a streamer playing a new game and a game developer will get another develog since he likes to watch them, but he not necessary want play with this games after. Maybe some solution for marketing in YT is to mixing devlogs videos with gameplay videos (from own game of course)
@auesip12 күн бұрын
For me, my goal with devlogs is to release my games, and the ones I am not releasing will come out on itch as they're part of my college projects! My videos perform decently well for simple editing solely for engaging with my audience!
@Alaabale12 күн бұрын
it's unfortunate that the devlog video was hard it was the most fun to watch
@LorneDev13 күн бұрын
Remember kids, its also "allowed" to just do things for fun. Usually that's a good way to start moving forward. :)
@ultimaxkom872812 күн бұрын
11:47 Ah. Doing it purely for fun and or love is always a valid reason, yes. Where the word _"Money"_ and _"Market"_ would then be of no concern to you.
@LorneDev12 күн бұрын
Agreed @@ultimaxkom8728
@AnEmortalKid12 күн бұрын
Out of 230 wishlists about 110 came from KZbin … so yeah not a lot
@paluxyl.868213 күн бұрын
I watch most of the time devlogs for entertainment or to improve my english. I have also notice that most of them have never released a single game, it seems that they try only to inspire people or to win them to use a particular game engine. It may sound strange but I trust devs more who use Unity or Unreal than devs who use Godot ... I don't know why, but it could be that I don't see many interesting games that was done with Godot.
@suspecm631613 күн бұрын
It's weird that this even needs to be said. A basic market research can tell you that making dev logs are a horrible way to market your game and works only for the "top 1%". Still, I'm happy someone said it.
@jaronpl13 күн бұрын
What do you think about making a devlog just to bump your personal brand awareness? And later for example sell your services or courses?
@davedoublee-indiegamedev863312 күн бұрын
What is your opinion on making guides, tutorials, tips, and tricks videos for your game?
@WeenieWalkerGames12 күн бұрын
While I agree with most of your takes in this video - especially the bit about devlogs being for other developers, not gamers (very few understand that honestly) - I will push back on the Steam page part right when you start out. You gave the example of "published first video and had a couple builds ready for influencers" but that isn't a devlog as you've described it elsewhere; a devlog is you making the game. If you already have builds by your first video, then you didn't actually make a developer's log unless you saved up 30 videos or something to release all at once. (Note, I would not recommend that, by the way!) Again, the viewer of a devlog is definitely different than other marketing products, but if you want a behind-the-scenes, "here's how I made this awesome game," then you shouldn't have anything playable when you start. Instead, focus on building the community around your videos. And if you are first starting out, here is where I'll add to your video. I suggest one of two paths. Path 1 is focus on other developers looking to make similar games (a great source of inspiration, cheerleading, and even potential teammates). Or, path 2, do the real marketing by focusing on future customers where your devlog is not necessarily a step-by-step process for making your game but more of a "here's what I was thinking as I implemented this feature and what do you guys think" type of scenario. As you said in the video, most people are going path 1 route but think they'll get the wishlist conversions of path 2. However, focusing on which direction you want to go at the start will increase your odds of success - however you plan to define it.
@paradel_bandAU12 күн бұрын
I'm a solo dev working on my first game and have been doing so for about 6 months. I've been producing short 4 - 10 min progress videos that I've been calling devlogs when i feel like I've reached a certain milestone. I'm totally new to gamedev and promoting, so what are some practical ways to promote my game on a fixed budget (married, 2 kids, mortgage, bills etc)? Thanks
@Ustudio-w9s12 күн бұрын
I want to ask what about 30 to 40 sec of sneak peek of my game development progress video. In this way i don't need to waste my time editing my video, and it may help in marketing or finding publishers. What do you think is it a good strategy ?
@bitemegames12 күн бұрын
Make a trailer, not a devlog. That's going to be 30-45s as well, and will be much better to show to publishers and help with marketing. -M
@Aeriagloris77713 күн бұрын
I think there are a few exceptions to this. Pontypants made multiple devlogs of his game Punch a Bunch and he made 100000$ Steam sales in his first week. I think devlogs should only be made if there is a passion for it. Otherwise it is not worth it.
@RyanStillGames13 күн бұрын
Its like how people start selling courses, that one always gets me. 😆 Also, one of your quickest games, unicycle one, was done offline right? No dev logs? If you want to finish a game, finish the game... Dev logs double the dev time, easily. You can always record yourself and do the dev logs AFTER. Dev logs (good ones) are like a second job to edit/write and like you said, don't convert well unless you reach a mainstream audience. They also subtly force you to work on visual / entertaining things for views rather than functional and gameplay elements, the "last 10%" would not be entertaining to watch at all, but its the most critical part beyond refining the initial hook.
@trvkv13 күн бұрын
Selling courses helps to "diversify sources of income" :-) it works very well for some people.
@TheBugB12 күн бұрын
Based lol. But seriously that’s why I stopped watching dev logs cause I felt like it misrepresented game dev in so many ways
@Kobold66612 күн бұрын
We all know the YT game engine developers whose engine was never used by any game. But they made weekly videos about porting the renderer to Vulkan for the last 3 years. Those are video content engines, not game engines. Basically worthless to learn cooking from someone who never prepared a meal.
@Dailyfiver12 күн бұрын
Devlogs only attract other game developers if you make them in a way where game developers are the target audience. You can make videos about your development with your actual audience in mind.
@themore-you-know8 күн бұрын
Even though I am a man... One devlog I am thoroughly enjoying is this random artist surprisingly hitting all of the checkboxes for her target market, just by being herself. kzbin.info/www/bejne/rV6mp2V9edOpf7c
@bitemegames8 күн бұрын
I actually saw this one, and it left me so confused, probably because I am so extremely far from her target audience and demographic. But indeed, it popped off massively, I think the title has good clickability potential (see similar one like this: kzbin.info/www/bejne/nYjZZ5dvbtZ2fLs), and it seems people stayed to watch the rest. -M
@immitatedone151112 күн бұрын
I agree - but I will be honest - not fully. I feel like this video kind of lacks 1 or 2 sentences for example: Getting more wishlists on Steam will improve your visibility on the platform - yes? I am new so this is not sarcasm but rather honest question :D If I did not understand wrong - even if you get few hundred wishlists from your dev log it helps - rather its more of a matter of managing your resources in my opinion. Some devs like myself - have limited or no time and interest in making those so I don't waste time on it - some have plenty of time and maybe need a brake from working on the game investing their time into conversion of some wishlists if you have no budget for marketing looks wise to me tbh - some have time and money and can do / pay for good marketing that has to include game dev logs - some are making early access games that 100% have to have those in order to communicate to their audience the progress and keep getting people to join in on the train.... Do not get me wrong - I agree with you - to the extent. But even if you think that they mostly waste time - if time is all you had and you can get a few bucks of a youtube video aswell, I'd say go for it - just finish the game, dont be a flop :)
@bitemegames12 күн бұрын
Hey, thanks for the feedback, however I have to disagree with some of your points. - Getting more wishlists increases visibility on Steam: Not really in the case of devlogs. Getting onto New & Trending requires about ~1500 wishlists in a 48h period minimum. Looking at that 0.8% conversion rate, basically nobody is bouncing from devlog to N&T. Devlogs themselves can get you wishlists, but won't be enough to trigger Steam to give you more organic visibility. This would mainly happen from getting your trailer featured at an event, a good press article, or a high profile content creator playing your game (which has a much higher wishlist percentage). - You can get a few bucks of a KZbin video: This is also questionable, as monetizing your KZbin channel takes a long time as well. It took us 15 months to get the requirements to monetize our channel. Getting 1000 subs and (especially) 4000 watch hours isn't an easy feat. Even then, gamedev content has some of the lowest RPM, earning the creator ~$2/1000 views. -M
@immitatedone151112 күн бұрын
@@bitemegames These are good points and I mainly agree. I just think it is not a bad idea to have a presence if the tradeoff is time for someone that has no money. I agree - devlog no. 100 is pointless and a waste, but staying active with major updates from time to time in my opinion is not and I do believe that some games might also bounce more than 0.8%, but I am not wasting my time trying to find those now as I am not trying to make a dev log so I will go on a hunch if you dont mind :)
@DCatGameDeveloper12 күн бұрын
I don't even think of marketing while not having a Steam Page, some devs are crazy trying to hype up with shorts for social followers?... dude at least convert it into wishlist, every hype is temporary.
@caleighd.319810 күн бұрын
Orrrrr people just enjoy making them and want to share what they're doing with other people who have common interests?
@libertarianterminator13 күн бұрын
Hey, I was wondering, does youtube help with advertising your games? If not, wouldn't it be a better idea to go back to working your old day job to get funding? I just thought of this since your last video about burnout.
@bitemegames12 күн бұрын
Did you watch the video? I literally talk about this. It doesn't help advertising at all, but allows us to earn money in a variety of other ways like Patreon & Sponsorships. -M
@iambakuhatsu12 күн бұрын
13:00 just wanted to point out 'disingenuine' is not a word. Disingenuous and ingenuous are antonyms. Genuine and ingenuine are antonyms.
@OrangeCat-vj4qx12 күн бұрын
if you really used godot i would stop watching lol
@marcelslofstra215712 күн бұрын
I always chuckle a bit at devloggers mentioning how long it all takes. If you’d stop posting 32 hours of video every day, your game would’ve been finished already dude.