How To Make Games In 2026, 6 Years On 1 Game, Making Custom Engines (Edmund McMillen & Tyler Glaiel)

How To Make Games In 2026, 6 Years On 1 Game, Making Custom Engines (Edmund McMillen & Tyler Glaiel)

Is the Indie Game Dev Grind Still Worth It in 2026?

The Current Landscape of Indie Game Development

  • In a challenging environment, indie game developers face burnout and long hours while pursuing the dream of creating viral hits. The question arises: is this grind still worthwhile?
  • Short, hyperfocused indie games are emerging as a new standard, allowing creators to release profitable titles within months without sacrificing their mental health.

Ambitious Projects vs. Quick Wins

  • A discussion unfolds about whether investing years into ambitious projects like Edna McMillan and Tyler Glale's "Eugenics" is still viable compared to quicker wins that satisfy developers' creative needs.
  • The conversation takes on a therapeutic tone, emphasizing the emotional aspects of game development and the importance of sharing experiences with fellow developers.

Playtesting and Streaming Concerns

  • Questions arise regarding the impact of streaming on game reception; concerns include potential spoilers versus promotional benefits.
  • Developers express mixed feelings about revealing too much content during playtests but acknowledge that showing more could enhance player engagement.

Linear Games vs. Dynamic Experiences

  • The distinction between linear games (like "Super Meat Boy") and dynamic ones (like "Binding of Isaac" or "Mugenics") is discussed, highlighting how replayability can affect marketability.
  • Developers aim for unique player experiences by ensuring no two gameplay sessions are identical, enhancing both enjoyment and marketing appeal.

Feasibility of Traditional Game Structures

  • One developer reflects on their experience creating a linear first-person shooter over several years, questioning if such projects remain feasible in today's gaming landscape.
  • Despite trends toward open-world games, there remains an audience for linear narratives; some players prefer shorter experiences due to time constraints.

Game Development Insights and Perspectives

Discussion on Game Genres

  • The conversation begins with a discussion about the classification of games, particularly focusing on Hollow Knight: Silksong, which is described as a linear game within the Metroidvania genre.
  • One participant reflects on their experience developing Ether, noting it was intended to be open-world rather than linear, highlighting the flexibility in game design.
  • The group agrees that while some games are linear, others can have branching paths, leading to a nuanced understanding of what constitutes "linear" gameplay.

Preferences in Game Development

  • A participant shares their preference for creating platformers due to their relatively straightforward development process compared to more complex genres.
  • They mention personal experiences with speedrunning The End is Night, emphasizing how repeated playthroughs can alter one's perception of enjoyment and engagement with the game.

The Nature of Game Creation

  • There’s an acknowledgment that extensive playtesting can lead to fatigue, especially when revisiting tutorials or familiar content multiple times during development.
  • Despite challenges, one speaker asserts that no genre is inherently unviable; innovation and novelty are key factors in successful game creation.

Indie Development Trends

  • A shift in indie development practices is discussed, where developers can create and release games quickly without enduring prolonged periods of hardship.
  • The conversation touches upon how player engagement does not necessarily correlate with financial success; once players purchase a game, they typically do not buy it again regardless of playtime.

Grind vs. Creativity in Game Development

  • A previous guest's question prompts a discussion about whether grinding through difficult development phases is necessary for producing great games or if it indicates poor planning.
  • One developer recounts their early experiences working on Gish, where intense work hours were essential for meeting deadlines and financial needs during its launch phase.

Crunch Time in Game Development

The Reality of Crunching

  • The term "crunch" refers to the intense work period leading up to a project deadline, often driven by financial pressures.
  • Hustling and sacrificing personal life for a project is seen as necessary in the competitive gaming industry; if you don't push hard, someone else will.
  • Developers may face periods of extreme stress and dissatisfaction with their projects, especially during the final stages of development.

Ethical Considerations in Crunching

  • While crunch can be a reality for developers, it raises ethical concerns when large companies force employees into these situations without proper investment or ownership in the project.
  • If developers are stakeholders in their game, they may feel justified in enduring crunch time to ensure its success.

Learning from Experience

  • Observing others' struggles can motivate new developers; witnessing experienced developers endure hardship can inspire them to embrace similar challenges.
  • The speaker reflects on how learning from others’ experiences shaped their understanding of what it takes to succeed in game development.

Trends in Indie Game Development

  • There’s a growing trend on social media showcasing quick and easy game development successes, which may create unrealistic expectations among aspiring developers.
  • The speaker questions whether this trend represents genuine opportunities or merely a fantasy that overlooks the hard work involved.

Balancing Burnout and Productivity

  • The discussion highlights differing opinions on handling burnout; some advocate pushing through while others suggest recognizing when it's time to step back.
  • Newer developers are encouraged to experiment quickly with game creation processes rather than getting bogged down by perfectionism or burnout fears.

The Importance of Newness in Game Development

Emphasizing Innovation

  • The speaker highlights that successful games often offer something new and fun, stressing the importance of innovation in game design.
  • There is a need to avoid redundancy in themes and genres; developers should strive to mix things up creatively.

Evaluating Game Quality

  • Determining if a game is "good" involves assessing various elements such as elegance, functionality, and engagement with players' enjoyment centers.
  • John Blow's perspective suggests that player burnout may indicate underlying issues with the game's fun factor.

Navigating Player Engagement

Addressing Player Burnout

  • The discussion touches on the idea of wrapping up projects when they become unenjoyable, suggesting breaks can provide fresh perspectives.

Unique Selling Proposition

  • Developers must articulate why their game stands out among countless options available on platforms like Steam; failing to do so complicates market success.

Insights from Play Testing Mugenics

Current Testing Phase

  • The team is currently engaged in play testing for their game "Mugenics," which involves gathering feedback from players.

Tutorial Effectiveness

  • A well-designed tutorial significantly enhances player experience; it was noted that effective teaching methods contributed to enjoyable gameplay.

Development Process and Challenges

Tutorial Design Journey

  • The tutorial development began over a year ago, involving extensive play tests to identify key learning points for new players.

Engaging Presentation Techniques

  • Efforts were made to create an engaging tutorial by incorporating NPC interactions that guide players through UI elements rather than using traditional pop-up windows.

Humor as a Game Element

Integrating Humor into Gameplay

  • The humor within the game plays a crucial role in its appeal; discussions about who crafted this comedic aspect highlight its significance in enhancing player enjoyment.

Game Development Insights and Tutorial Design

The Role of Humor in Game Writing

  • Ed discusses the integration of humor into game text, highlighting that some elements are irreplaceable due to their comedic value.
  • Tyler mentions that certain funny bits were intentionally left unchanged, emphasizing the importance of humor in player engagement.

Adding Features and Tutorialization Challenges

  • The discussion shifts to the complexities involved in adding new features to games, particularly regarding tutorial development.
  • It is noted that tutorials should not be created at the beginning of development; instead, they should follow after core gameplay features are established.

Iterative Testing and Feedback

  • A methodical approach is described where playtesting informs tutorial adjustments based on player understanding and confusion points.
  • Continuous feedback loops are emphasized, with developers adjusting tutorial content based on player experiences during testing sessions.

Balancing Information Overload

  • There’s a caution against overwhelming players with too much information in tutorials, as it can lead to disengagement or confusion.
  • Developers often find themselves trimming excessive text while ensuring essential information remains accessible for players.

Unique Challenges of Current Game Tutorials

  • The conversation highlights how this particular game requires more detailed tutorials compared to previous titles which relied on simpler instructional methods.
  • Previous games utilized visual cues for tutorials (e.g., drawings), contrasting sharply with the current game's need for extensive dialogue-based instructions.

Final Stages of Development and Localization Efforts

  • As launch approaches, developers express mixed feelings about being deep into tedious tasks like finalizing gamepad controls and localization efforts.
  • Tyler shares insights about managing a large volume of text (140,000 words), indicating the complexity involved in ensuring accuracy across tooltips.

Stress Management During Development Phases

  • The team reflects on whether these repetitive tasks cause stress or if they simply require persistence; they lean towards viewing it as a grind rather than a source of anxiety.

Game Development Insights: A Six-Year Journey

Longest Development Cycle

  • The game in discussion has been in development for six years, marking it as the longest cycle for both developers involved. This duration does not include earlier prototypes that were abandoned.

Prototyping and Iteration

  • An earlier version of the game, referred to as Mugenics, had a prototype phase lasting about 18 months before being canceled. After a long hiatus, the project officially resumed six years ago.

Game Complexity and Content

  • Developers acknowledged that many games would typically conclude after two acts; however, they chose to include a third act, enhancing the game's depth and complexity. Testers were surprised by this additional content.
  • One developer expressed personal investment in making this their best game yet, indicating a strong desire to realize its full potential without compromising on quality or content.

Continuous Improvement

  • The team continuously added features and content throughout development, which contributed positively to the game's quality. They noted that it never felt complete because each addition improved gameplay significantly. There are plans for multiple DLCs based on existing ideas.

Visual Fidelity and Animation Work

  • The current game is described as more visually polished than previous titles due to extensive animation work involving three animators over several years, resulting in an impressive number of animations for various characters and spells.

Balancing Challenges

  • Balancing gameplay is likened to managing a board game with numerous variables affecting player experience; developers aim for equilibrium similar to card games like Magic: The Gathering where spell costs correlate with damage output, ensuring fair play dynamics amidst complex mechanics.

Game Mechanics and Imbalance in Gameplay

Class Efficiency and Unique Abilities

  • The efficiency of classes varies, with some being able to perform tasks better than others. Certain classes have unique abilities that others lack, leading to a diverse gameplay experience.

Experience from Other Games

  • The discussion draws parallels between the mechanics of various games like Magic: The Gathering and Terraforming Mars, highlighting how players often seek out imbalances for fun.

Overpowered Combinations

  • Players can encounter rare combinations that feel overpowered but are also fleeting. This creates tension as players fear losing their advantageous position.

Risk vs. Reward Dynamics

  • Players often find themselves in high-stakes situations where they must balance risk-taking with strategic play, enhancing the overall enjoyment of the game.

Balancing Game Mechanics

  • An example is given about a Hunter class ability that became too powerful when combined with another skill, leading to necessary nerfing to maintain game balance.

The Nature of Imbalance in Gaming

Fleeting Moments of Power

  • Imbalance is seen as a feature rather than a flaw; it provides surprising and rewarding experiences when players discover ways to exploit game mechanics.

Temporary Enjoyment vs. Long-term Engagement

  • Players enjoy brief moments of imbalance during runs but return to normalcy afterward, emphasizing the transient nature of these experiences.

Consequences of Breaking the Game

  • A personal anecdote illustrates how discovering an overpowered strategy can lead to repetitive gameplay, diminishing long-term enjoyment despite initial excitement.

Thriving on Discovery

  • The genre encourages experimentation and discovery; however, reliance on broken strategies cannot sustain engagement throughout an entire game session.

Balancing Challenges in Linear Games

  • In contrast to more linear games like first-person shooters, maintaining balance becomes complex as players progress through levels without inherent checks against overpowering strategies.

Game Development Insights and Collaboration

The Role of Item Distribution in Game Design

  • The discussion highlights how "Evil 4" effectively provides players with items they may not realize they need, showcasing a sophisticated algorithm that enhances gameplay experience.
  • A comparison is made to "Resident Evil," which only reveals ammo in drawers after they are opened, emphasizing the game's design choices regarding resource management.

Indie Game Development Challenges

  • An audience question raises concerns about the mental and physical health risks associated with indie game development, prompting a humorous response from the developers.
  • The conversation shifts to collaboration among indie developers, discussing criteria for choosing partners and the importance of chemistry in teamwork.

Finding Suitable Collaborators

  • One developer emphasizes the value of working with someone smarter than oneself as a key factor in successful partnerships.
  • Engaging in short-term projects like game jams is suggested as an effective way to assess compatibility with potential collaborators.

Balancing Workload and Expectations

  • Developers reflect on their experiences where uneven contributions led to frustration; finding equally driven partners is deemed crucial for success.
  • The difficulty of maintaining balanced roles within collaborations is discussed, highlighting past experiences where one partner took on most responsibilities.

Financial Stakes and Conflict Resolution

  • The importance of financial investment in projects is noted; developers express reluctance to work without personal stakes involved.
  • A light-hearted recounting of conflicts over naming conventions illustrates how creative disagreements can arise even among close collaborators.

Fuzzy Feet vs. Static Electricity

Discussion on Terminology

  • Ed shares a humorous anecdote about his childhood misunderstanding of "fuzzy feet," which he thought was related to static electricity caused by cats' paws.
  • The disagreement over terminology led to a light-hearted conflict, culminating in a Twitter poll where "Fuzzy Feet" won, despite Ed's preference for "static shock."

Creative Conflicts in Game Development

  • The conversation shifts to creative disagreements during game development, specifically regarding the visual representation of a world map.
  • Tyler wanted the cat character to visually adventure through the world, but Ed struggled with how to represent this concept effectively.

Compromise and Solutions

  • A compromise was reached involving transitions between chapters instead of a traditional world map; this included zooming out from an alley into a sewer scene.
  • Ed explains that representing locations underground posed challenges for creating an appealing topographical map.

Reflections on Crunch Time in Game Development

Crunch Experience and Its Value

  • During a talk after Super Meat Boy's release, Ed reflects on whether the crunch time was worth it; he initially said no but later acknowledges it helped him grow as a developer.
  • He admits that while the experience was taxing, it ultimately shaped his career path and he would avoid similar situations in the future.

Consequences of Crunch Culture

  • Ed discusses how their team worked hard under pressure for promotional opportunities that were ultimately not realized, leading to feelings of frustration and wasted effort.

Personal Work Habits and Balance

Tyler's Experience with Crunch

  • Tyler recounts his own experience with crunch during his first commercial project, Closure, where he pulled all-nighters out of solidarity rather than necessity.

Work-Life Balance Insights

  • Both developers discuss their current work habits; Tyler enjoys productivity while maintaining balance, whereas Ed has adjusted his schedule due to family responsibilities.

Work-Life Balance in Game Development

The Challenge of Working Hours

  • The speaker reflects on the necessity of setting boundaries for work hours, emphasizing the importance of being present for family after a certain time.
  • Tyler shares his flexible approach to working hours, focusing on productivity rather than strict schedules, often starting work late in the day and continuing until dinner.

Struggles with Productivity

  • Tyler describes a particularly challenging month spent reviewing tool tips and spreadsheets, leading to long hours that affected his sleep.
  • He humorously recounts experiencing "Tetris effect" dreams related to his work, indicating how deeply he was immersed in spreadsheets.

Finding Balance

  • Both speakers discuss the need to establish barriers between work and personal time to ensure better sleep and mental health.
  • One speaker admits to struggling with sleeplessness due to late-night problem-solving sessions, suggesting that shutting off work is essential for well-being.

Reflections on Success

  • A question from the audience prompts discussion about what it feels like to be recognized as a "living legend" in the industry.
  • Ed responds by expressing that despite having a large following on YouTube (440,000 subscribers), he does not feel different or special compared to when he was younger.

The Nature of Artistic Fulfillment

  • Ed discusses the joy of being able to express himself through his art and entertain others, highlighting that this fulfillment is more significant than any quantifiable success.
  • The conversation touches upon humility in success; Ed suggests that many people may struggle internally with their achievements regardless of external validation.

Art and Honesty in Game Development

The Role of an Artist Today

  • The speaker expresses a desire to inspire others who have felt lonely and misunderstood, emphasizing the importance of art as a means of self-expression.
  • They reflect on their personal journey, highlighting how a few supportive individuals encouraged them to pursue art, which now allows them to serve a purpose akin to that of a father figure.
  • Salazar poses a question about the role of modern artists, suggesting various perspectives such as political influence or commercial success; however, the speaker asserts that it should be about honesty.

Defining Art Through Honesty

  • The speaker argues that true artistry lies in being honest, regardless of whether the subject matter is deemed "good" or "bad."
  • They emphasize that art reflects the creator's authenticity and experiences, asserting that expressing oneself honestly is what defines art.
  • Acknowledging potential commercial pressures, they share anecdotes about controversial elements in their games (like poop), illustrating the tension between artistic integrity and marketability.

Unconscious Expression in Art

  • Tyler contributes by stating that art often surfaces unconscious thoughts from creators—ideas they struggle to articulate verbally but express through their work.
  • This notion highlights how creativity can serve as an outlet for complex emotions and thoughts that are not easily conveyed through language.

Insights into Game Development Process

  • The conversation shifts towards technical aspects of game development; there’s curiosity about showing the game's engine and mechanics.
  • The developers explain their custom engine setup, noting reliance on code rather than visual editors for animation and game design.
  • They describe using Adobe Animate for animations while managing all other game functionalities through text files edited in simple text editors.

Exploring Flash Animation and Game Development

Nostalgia and File Management in Flash

  • The speaker expresses nostalgia for using Flash, noting they haven't opened it in 10 years. They mention managing large files of CAD animations, indicating a structured approach to file organization.
  • Discussion on the export format reveals that animations are exported as vector graphics within SWF files, similar to those used on platforms like Newgrounds. Emphasis is placed on minimizing steps for integrating art into games.

Animation Techniques and Tools

  • The speaker describes a technique involving facial blend heads where animators can create blended expressions based on specific naming conventions, showcasing an innovative approach to character animation.
  • A debate arises about whether Adobe Animate is considered old school or modern; the consensus leans towards it being outdated with limited support from Adobe due to persistent bugs.

Challenges of 2D Animation in 3D Space

  • The complexity of working with isometric 3D space while using 2D animations in Flash is discussed. The challenge lies in specifying 3D points within a traditionally 2D framework.
  • Clarification that while the game operates in true three-dimensional space, the artwork remains two-dimensional. This distinction highlights the technical challenges faced during development.

Rigging and Dynamic Textures

  • An explanation of how cat parts are organized within Flash reveals that what appears as animated components are actually reference points rather than individual pieces.
  • The speaker discusses texture management for cats' appearances, utilizing grayscale color codes that translate into dynamic textures for various cat designs.

Technical Implementation and Code Structure

  • Insights into how common leg animations are structured indicate a system where any cat can inherit these base animations, demonstrating modular design principles.
  • The conversation shifts to technical aspects of loading SWF files manually by referencing Adobe's public documentation, emphasizing the depth of knowledge required for effective implementation.

Audio and Music in Game Development

Understanding File Formats

  • The discussion begins with an explanation of a specific file format that contains tagged fields, allowing developers to skip irrelevant tags based on their needs.
  • The speaker mentions not loading audio from certain files, indicating a selective approach to data management.

Audio Features in the Game

  • A transition is made to discussing the game's music, highlighting its quality and creativity. The team can make cats "sing along" if MIDI files are available for the songs.
  • There are multiple audio sets for each cat character, including various emotional sounds like angry, happy, and sad meows. Guest artists contribute by recording unique meows for the game.

Technical Aspects of Audio Integration

  • The integration process involves having cats open and close their mouths in sync with audio playback, enhancing realism in sound design. This feature allows players to interact with the audio menu through settings flags.
  • Only cat voices utilize MIDI files; all other music tracks are standard formats created by Ridiculon, known for their work on other popular games like The Binding of Isaac. Their expertise contributes significantly to the game's musical quality.

Musical Style and Inspiration

  • The music features a cohesive blend of genres with a distinct 50's jazz vibe that complements the game's aesthetic despite initial skepticism about its fit within a cat-themed game context. This unique flavor was inspired by themes from Fallout.
  • The visual style evolved from grayscale to more colorful designs as gameplay progressed, reflecting player feedback while maintaining thematic consistency related to a post-apocalyptic setting reminiscent of smog-covered cities from the 1950s era.

Final Thoughts on Game Launch

  • With approximately three hours of fully produced music featuring catchy melodies, there is excitement surrounding the upcoming launch of the game as it promises engaging content for players. Developers encourage listeners to wishlist the game as part of their promotional strategy before release.

Discussion on Game Development and Inspiration

The Role of Wish Lists in Game Success

  • Thomas mentions that wish lists can help with game visibility, especially once a certain level of following is achieved.
  • There is uncertainty about whether wish lists translate into actual sales, as the game has not yet been released.
  • The conversation humorously questions the nature of reality and knowledge in relation to success metrics in gaming.

Balancing Financial Concerns with Creative Freedom

  • Participants advise against obsessing over financial success; instead, focus on creating for enjoyment.
  • Those who have the luxury (like living at home) are encouraged to take risks and create boldly without fear of failure.

Embracing Creativity and Experimentation

  • Creating art or games can be a healing process, despite its potential emotional challenges.
  • New creators are encouraged to produce as much work as possible without worrying about quality initially; this helps discover what inspires them.
Video description

I chat with the legendary Edmund McMillen @EdmundMcMillenGames & Tyler Glaiel @TylerGlaiel ► Wanna make a game in 2026? Join my game dev program for 50% off for the Spring Sale. Limited time: https://fulltimegamedev.mykajabi.com/full-time-game-dev-sale ► Learn how to make a game studio from your bedroom, free: https://www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Wishlist Mewgenics: https://store.steampowered.com/app/686060/Mewgenics/ Chapters: 00:00:00 - Intro: The Indie Grind vs. Quick Wins in 2026 00:01:21 - Black Friday Deal: 50% Off Full Time Game Dev Course 00:02:40 - Playtesting and Streaming: Help or Hurt? 00:04:12 - Linear Games vs. Infinite Replayability 00:07:46 - Long Dev Cycles and Avoiding Burnout 00:12:27 - Emerging Genres: Friend Slop and Quick Hits 00:17:45 - Are Quick Games Addictive Snacks or Real Fun? 00:21:19 - Genre Maturity: New Ideas vs. Established Markets 00:25:02 - Reviving Genres and Taking Calculated Risks 00:29:27 - Launch Prep: Bugs, Localization, and Boring Tasks 00:32:21 - Why Mewgenics Took Six Years 00:35:38 - Visual Polish, Assets, and Animation Overload 00:37:58 - Balancing a Roguelike: Numbers and Magic 00:42:12 - Imbalance as a Feature in Roguelikes 00:44:38 - Audience Q&A: Health, Collaborations, and Crunch 00:54:10 - Personal Satisfaction in Game Dev 01:00:05 - Being a Living Legend and the Role of Artists 01:07:26 - Inside the Custom Engine and Cat Generation 01:18:59 - Audio Design: Cat Voices and Singing 01:20:11 - Music Vibes: 50s Jazz and Inspiration 01:23:18 - Closing: Wishlist Mewgenics and Final Advice