How To Make Games Full Time (in 2026), 8 Years On One Game, Slop vs. Polished Games (Adam Younis)
56:52
in Games and Content
00:39:19 Why Friend Slop Discussions Are Divisive
00:40:28 Seeking Nutrition and Value in Games
00:43:26 Why Insignia Has Taken 8 Years: Building Depth and Places
00:45:59 Possessing a Game World and Player Imagination
00:47:52 Creating Tension in Horror and Stakes
00:51:21 Setups, Payoffs, and Plot-Driven Design in Insignia
00:54:14 The Time-Consuming Nature of Orchestrated Sequences
00:55:20 Closing Thoughts and Wishlist Insignia
00:55:37 Black Friday
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How To Make Games Full Time (in 2026), 8 Years On One Game, Slop vs. Polished Games (Adam Younis)



