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  • THE TYRANNY OF BACKLOGS

    THE TYRANNY OF BACKLOGS

    J. Isaac Gadient


    Goodreads officially launched in January 2007.

    This was a social media database website allowing users to catalogue their libraries, marking books as read, TBR (to be read), or DNF (did not finish).

    You’ve probably never heard of Flixster from ‘06 or iCheckMovies from ‘09, but you’re likely familiar with Letterboxed, which launched six years after in February 2013, with hopes of becoming a “Goodreads for film.”

    Backloggd launched 2020.

    Interestingly, Backloggd was created after its developer was dissatisfied with the UI of backloggery.com, a site established in 2008 whose front page says, “Buy Less, Play More.”

    Honorable mention: Minimap launched in 2017 in Korea and then globally in 2023.

    Historically, a backlog was a log of wood in back of a fireplace, kept there to smoulder for days, to be used eventually:

    “The whole economy of pioneer times depended upon the backlog. The backlog kept pioneer hearths[…]warm. The backlog was rolled into the back of the great fireplace in one end of the cabin. It was green. It sizzled and oozed sap, but it wouldn’t burn. It was backing for the firewood that kept the cabin warm. When it dried out enough to burn it was rolled forward and took its place as firewood.” —Sarah (Burlend) Allen

    Sounds useful!

    However, as regards video games, it’s obviously an issue.

    “Most important for a writer to read widely, enthusiastically. Writing is a consequence of reading & writing well is a consequence of reading well.” 

    — Joyce Carol Oates

    “You should write because you love the shape of stories and sentences and the creation of different words on a page. Writing comes from reading, and reading is the finest teacher of how to write.” 

    — Annie Proulx

    “If you want to be a writer, you must do two things above all others: read a lot and write a lot.”

    ― Stephen King

    Why do I begin this piece about game developers’ video game backlogs with quotes about writing? Because I am a writer.

    The analogy works, though: Rare anymore is the game developer whose (at least former*) days aren’t filled with playing games complemental to making them. 

    Although you could argue that here and there an outsider’s perspective could be useful, it pays to stay current. As games industry superstar Anna Megill says: 

    “I think the juniors are coming in with some of the best ideas. They’re the ones who are playing these new games, who are seeing the cutting edge stuff and who are willing to question things that I think, you know, we dinosaurs have just been doing for so long that if you just stop thinking about it in a way like, well, of course that’s how you make this.”

    *It’s not uncommon to hear gamedevs say they don’t play games much anymore simply because they don’t have time: They’re too busy making them. But, as Mr. King said in his memoir/craft text On Writing, “If you don’t have time to read, you don’t have the time (or the tools) to write. Simple as that.”

    So, playing games as a game developer can of course just be entertainment on its face—it stands to reason that people make games because they love games (and playing them). Also, like a musician who keeps up with the freshest songwriting or production techniques, developers can play games as a means of studying. Advancements in technology, innovative systems, novel mechanics, experimental methods of expressive narrative…these things do not happen in a vacuum. The industry is in constant conversation with itself in terms of development of craft. Certainly some trends are the result of synchronicity, but largely we inspire, explore, and borrow from each other in a kind of guild-like fellowship, towards the betterment of games as a still-maturing medium.

    All that is to say: How’s your backlog looking, fellow gamedev?

    Do you have games you’re looking forward to playing simply as a pastime? A way to connect with friends, or a reliable method of winding down and possibly vegging-out after a long workday?

    I ask because I have a spreadsheet.

    I play games with my spouse as a way to connect and have fun together. I try to suggest single-player, story rich games (my bread and butter), but my spouse says they “tend to be really sad,” and they’d rather play something “simpler and more fun.” Ouch. Right in the game writer specialization.

    I share this because that’s about all the game-playing I do for fun. I’ve been so determined and focused on my game development journey that all 1000+ games I’ve amassed in the past three years have—almost without exception—been purchased for “research.”

    I play PC games on my Steam Deck, and have a PlayStation 5 and a Switch. I tend to get physical copies of games so that I can trade them in at my local game shops once I’ve beaten them, with proceeds going toward my next game purchases.

    I’m working my way through the pantheon of lauded narrative games: Red Dead Redemption 2, Mass Effect, The Witcher 3, God of War, Grand Theft Auto V, Skyrim, Half-Life 2, Deus Ex, Resident Evil 4, Horizon Zero Dawn, Alan Wake II, BioShock Infinite…The list goes on.

    Literally.

    It’s difficult to prioritize. Sometimes I’m lucky, and I am working on a project with a team for which I have an assignment that’s very direct: I was invited to join some folks making a mod for ▇▇▇▇▇ ▇▇▇▇▇▇▇ and needed to replay it. I had a freelance contract for a roguelike deckbuilder, so I watched Yu-Gi-Oh! and played Darkest Dungeon.

    What’s trickier is the wide open space of generally getting better at my craft: The games canon. Some folks think there isn’t one; some folks think there shouldn’t be one. Well, there’s more than one.

    Hold it, Mx. Writer-pants. What are we even talking about here?

    Q: Isaac. Please. What is a (video game) “backlog”?

    A: I define my backlog as the games I own which I haven’t yet played.

    FWIW: This is how Backloggd allows their users to categorize “Played” games.


    Q: Okay. Why do people have backlogs?

    A: We didn’t used to as much. Amassing games was prohibitively expensive before the proliferation of indie games on digital storefronts. Now…Being on social media, seeing frequent sales, and having very little friction between desire and action results in libraries of games that outstretch our capacity.

    Right, then: Back to me. (Yes, I am a Gemini, why do you ask?)
    Not only do I feel the need to play all the highly-regarded story-rich games as a writer and narrative designer, but as a game dev in general I know that it’s not likely that I’ll ever be paid a living wage by working on games where I’m making all the huge decisions. Such as gameplay genre. 

    I stumbled onto player.gg today and answered this question:

    Did you know that Roblox, Fortnite, and Minecraft are GENRES now?

    (Rogue as well—at least have the decorum to say “Rogue-like”.)

    In order to be the most prepared, knowledgeable, and effective designer I can be, I should be familiar with all kinds of games. The onus is on me to play everything I can to be a well-read gamer and gamedev: Even genres I don’t like. Especially genres I don’t like—perhaps I’ve written them off so quickly and unfairly, that I don’t even know what they’re really about or how they feel.

    That’s a lot of pressure, though. Some AAA games are 30+ hours long, even only considering just the critical path. If we average indie games at 15 hours playtime and guesstimate that my thousand-game backlog is 80% indies (because I’m a broke gamedev), then (800*15+200*30)/24=750 days straight I’d have to play video games. No breaks for sleeping or peeing or pooping or eating. Just video games.

    Earlier in that FirstLook survey, they asked me how many hours a week I play games. I answered with the first, “0–7” bracket. I have a full-time day job again and I do actually write sometimes. Settling on the median of four hours per week, dividing my eighteen thousand hours of gameplay by four hours per week and then fifty-two weeks per year, it would take me eight-six and a half years to play all the games in my backlog.

    “Must!?”

    Ahem. 

    …So. 

    What to do?

    Luckily, we’re not alone:

    Writer David Dinaburg already covered a lot of what I have been wanting to say, back in 2023 in his piece “The Rising Case for a Videogame Canon: Recognizing cultural needs that arise in Brendan Keogh’s book The Videogame Industry Does Not Exist

    “[N]ow, in a climate of superabundance, when there is a new massive games [sic] released every week, the expectation or desire to try everything has turned a pleasurable hobby into a checklist-filled grindset. The sheer amount of videogames, their availability, and the inflated time commitment to play them have all swelled. The ability to play everything–even everything within a favored genre–has been obliterated. 

    Additionally, the expectation that you can and should “beat” a game or else relegate it to a swollen backlog—tagged and sorted and posted online—has expanded in parity with the rising sense that there might be a “cost-per-hours-of-fun” equation driving consumer behavior. 

    Most videogame platforms drip-feed dopamine to players with system-wide literal checklists of achievements and trophies that trigger bells and chimes after performing certain in-game actions, a stimulus/response drawn straight from Pavlov. That little ding can tether certain types of people to a particular videogames long after the enjoyment has withered.”

    Games journalist and game writer Charlotte Huston offered twelve suggestions via Minimap for not getting overwhelmed by our backlogs:

    1. Avoid Series Fatigue

    2. Avoid Genre Fatigue

    3. Break Up the Longer Games With Filler

    4. Gauge a Game’s Time in Advance

    5. Don’t Play Long Games Back to Back

    6. Stop Juggling So Many Games at Once

    7. Stop Replaying Games (For the Time Being)

    8. Make It Routine

    9. Get Off Social Media

    10. You’re Going to Need a List

    11. Avoid Installing Everything at Once

    12. Evaluate Your Energy

    An important note, which may seem obvious to many of you: Longplays can be suitable simulacra for playing games yourself, and save not only money but time—folding laundry while watching all four Diablo games is on my June TODO.

    I had the pleasure of asking some game developers about their backlogs for this piece, and this is what they had to say:

    “I feel… like a backlog is an inevitability. That’s probably the best word!

    Both due to the monumental volume of excellent titles being released day in, day out, and also the fact that we’re all busy doing our best to exist let alone get a rattle on some good ol’ games.

    It’s also not a dirty word! I like having a heap of titles sitting right there just for me, when I need ’em, and need ’em I will.

    So yeah, of course on face value clearing a backlog can seem frustrating or daunting. But I think it’s better to look at it like, hey, here’s this heap of amazing games that I am still to play, and because there are so many I can choose EXACTLY what I’m in the mood for.”

    Alpha Chrome Yayo, Video Game Composer

    “I feel sort of resigned. It’s endless, and I’ll probably never finish it, but I’m okay with that. What a cool world we live in that there are more wonderful video games than I have time to play.”

    —Rachel Quitevis, VFX Artist

    “We must not speak of the backlog.I think I’ve gotten pretty good at only buying games when I know I want to play them right now. No Steam sales FOMO making me buy something just because it’s on sale and “I might wanna play someday”. But I used to do that a lot and now I have a ton of games I’ve never even launched!”

    —Stéfanie Grandchamp-Dubé, UX Game Designer

    “I often find myself accidentally starting too many games before finishing others. Because of this, lately I’ve been playing a lot of indie game demos so I can keep an eye on games that haven’t released yet while still supporting indie devs.

    A lot of games on my backlog are games I started and accidentally abandoned, because I want to give them the full appreciation they deserve.” 

    —chameleighon, Variety Streamer & Game Artist

    “I don’t play a lot of video games to begin with. I’m a little picky with the games that I play, and even pickier with the games I buy. I have just 40 games [in my Steam library]. I have about maybe two…that i regret buying at some time. Besides that I don’t really have a backlog.

    I’m “supposed” to be playing indie hits. People talk to me expecting that I would have this kind of shame: “Oh, what, you haven’t played [insert classic video game here]. Let’s say Half-Life 2. I haven’t played any of the Half-Life games. People will expect me to be ashamed. “Oh, how dare you even call yourself an indie developer if you haven’t played this classic video game. I never really felt like a part of the gamer community in any way. I never considered myself a gamer. I don’t really have those kinds of feelings about video games.

    I don’t really have an interest in keeping up with the industry. I don’t really believe that I have any realistic chance being employed in the gamedev industry. I’m just working on…projects…to make stuff. I don’t feel a pressure to keep up. Sometimes I will think about getting a game to learn from it, but [the team and I] usually just like to experiment ourselves.”


    Ruipana, Indie Game Developer

    “I have enough games in my backlog that I could not play a new release for the next decade and still game every single day.

    I play waaaaay more games than I actually complete. My completion percentage for games is incredibly low, but I do play a ton of games every single year that I wouldn’t have been able to if I completed every game I played.

    A lot of games in my backlog are honestly games that a lot of people would probably put up in the pantheon of games. Either I tried them and weren’t in the mood for them, or they simply passed me by and I just kept playing new stuff while my backlog kept growing. [T]hese games have been in the backlog for so long now, that it can be difficult picking one out from the list when I do feel like delving into my backlog, especially BECAUSE so many of them are seen as 10/10 games.

    With how many amazing games come out each year, I think my backlog will keep growing forever, but I don’t necessarily see that as an issue: there’s nothing better than knowing that, even when there aren’t many games dropping at the moment, you always have some amazing games just waiting for you to finally hit “Start.”

    Jordan Mychal Lockhart, Senior Writer/Narrative Designer

    I spoke with Nic Taylor aka Sab, the dev behind Game Quest: The Backlog Battler. His project’s demo recently went viral, getting ~3M views on social media

    The upcoming indie title pits you against yourself, in a way—its coding draws from your Steam Library and makes the games you’ve played the least…the most powerful enemies you fight against.

    “It’s commentary on consumerism. [Its concept could be] getting into the psyche of certain people, like: “Maybe I could stop buying [so many] games. I have a feeling…a lot of game developers [won’t be] happy with my game.”

    In addition to having something to say about consumer culture, Sab’s always had an affinity for meta-mechanics:

    “As a kid, the moment Psycho Mantis reads the memory card in Metal Gear Solid? My mind exploded. I was like what the @#$%?! And I just couldn’t stop thinking about that. It’s like magic. It’s out of the box, it’s breaking the walls.

    “And then more recently, Inscription—especially in Act 3 when the Archivist asks to read your hard drive and you have to give him the largest file.

    “I’ve only been game developing for a year. I’m a web developer by trade. I was working on this other game, and I finished Inscryption so I was scrolling through my backlog. I thought, “Wow, so many of these games I haven’t played…[My backlog] feels like a boss. I just can’t defeat it.”

    Sab then was inspired to pivot from that previous gamedev project and experiment with how an interactive experience could explore that sense of antagonism he felt from his backlog.

    “I wanted to see if it was possible.I checked the local Steam API to get local playtime, but it wasn’t available. Then I found the web API had [local playtime] available, so yeah. It started then.

    I asked Sab if he had a bunch of games lined up to play as research for his development, inspiration for gameplay and/or story genres. He gathered that I was being cheeky and called my bluff with a bit of earnestness:

    “With Game Quest, I didn’t know what kind of genre at first…I just knew you had to use your library for something. I decided on arena/hack and slash. The confines of what I have, I don’t have as much freedom: There’s only certain metrics from the library I could use.”

    “In all honesty, now that the game’s working – it’s still kind of a prototype—now is probably the time to do more research and get the playability down pat. There’s a lot of work for me to do.” 

    There’s a lot to be said for how we amass…things. When we play them, games are art. But for me, until then, they’re ones and zeroes, credit card debt, a massive TODO…But the impending challenge of time management and the threat of all that is yet-undone is only one portion of our Steam libraries. Most of us, anyway, do in fact play games. Some. Eventually.

    “I’ve been watching a lot of streamers play my game. The best part is watching them reminisce about games they’ve played a lot…It brings me a lot of joy.”

    Oh yeah. Joy.

    All this talk about working through a backlog almost had me forget the point of it all.

    The joy of learning. The joy of experiencing. The joy of playing.

    AND THEN, WHEN YOU’VE CAUGHT UP WITH ALL YOUR GAMES—

    POV: Brackeys languishes in your Watch Later playlist.

  • EVERY 7 MINUTES

    EVERY 7 MINUTES

    Franco E. Pacho


    If you scroll through Twitter Gamedev, you can find a new unique indie games you have never heard of every 7 minutes, or at least that’s what Dave Oshry, micro-celebrity and CEO of New Blood Interactive—publisher of indie titles like Gloomwood, Dusk, and ULTRAKILL—held as a motto before he left social media to fully embrace life as a responsible CEO, husband and father. That made certain smaller gameDev and other accounts in the indie space share all sorts of unique games. Among them all there was an indie GTA set in Türkiye (ALATURKA), an indie Splinter Cell (No Sun To Worship), an indie Silent Hill for the Gays and Lesbians; Signa-no, not that one (Sorry We’re Closed), an indie Dredge but with a truck instead (Truckful) wait no… Dredge is already an indie, but you get the idea. He would share all kinds of games from all genres, with only the phrase “EVERY 7 MINUTES” or some iteration of it. Of course, it was not every 7 minutes, that would’ve been mental, but still he regularly bumped the visibility of games other than their own.

    Later, he had to change the gimmick a bit since someone on twitter took profound offense about it on behalf of it being “Vagueposting”. For those who are not familiar with the term, Vagueposting: someone reposts something with incomplete thoughts that only infer something, mainly used to farm interactions. People who couldn’t stop three seconds to think before starting asking “WHAT HAPPENS EVERY 7 MINUTES”, personally started attacking him. Still, he remained unphased (mostly), and kept sharing games.

    I know this because at some point, the EVERY 7 MINUTES ritual gained enough traction that made people wishlist games featured in the posts. Eventually “El Oshcuro”, as the streets call him, asked if someone would take on the role to make a curator list tracking these little unheard games so people would easily find all of them, instead of looking through past tweets. By now you might guess who took upon that role and now is the admin behind that curator list. This changed my algorithm in twitter completely. Now I see a game I’ve never heard of in less than 7 minutes! I got flooded with indie games; GameDev sharing their WIPS and people talking about them. Yeah, yeah cool and all, Where am I going with this? Am I vagueposting with this hook article??? I’M TELLING A STORY HERE! Let me finish.

    As I was saying before I interrupted myself to do a quick break and change of pace to make the reader aware I’m done with the article’s introductory paragraph, I started seeing a lot of indie games and the discussion around them; the good, the bad, and the ugly. While some people shared and commented on the games, others just were a tad more mean about it, with snarky remarks on the artstyle, the premise, or found the game derivative, the latter complaint was the one that stuck with me the most: a post in all caps “THE SAME FIVE GAMES, INDIE DEVS MAKE THE SAME FIVE GAMES”, berating a fast paced FPS with hand-drawn artstyle (FERRA) which developed into a topic about why everyone is making:

    1. a PSX Survival Horror.
    2. a Boomer Shooter ULTRAKILL clone.
    3. a deckbuilder roguelike.
    4. a JRPG about depression.
    5. a precise input platformer. 

    There were a lot of opinionated—I would rather use other words, but keeping it PG—people that kept bashing developers for always doing the same thing nowadays, in their eyes, almost no one was taking risks. Now, If you remember the examples at the start of this article, you can back me up when I say this is completely false… well not entirely. It stuck with me the most because it was true to some degree. 

    While adding new games for people to wishlist or buy if released to the curator list, I always do my research so I can write something cool about the game I’m about to log: The gameplay, the vibe, what it reminded me off, something to hype the game I was writing about in a genuine way; not to brag buuuuut sometimes I even came up with some clever copy phrase. That said, I started hitting a wall once the list grew. I started to find more and more similar games to the point I was not being able to write something unique for the game with the information I gathered, it’s not that I didn’t want the list to feel samey, but it was rather difficult to write something that showed my excitement to share that game in an authentic way. There is so little information available for some games and with so many games being developed it’s not hard for the more mainstream and attention grabbing genres to drown out the others. For every base building-sim I find I have to shovel through at least 30 “friendslop” games or retro Survival Horror, so yeah, point for the opinionated in that regard.

    Now, I am not saying indie developers are not creative or that they should stop developing the game they want to do. I only present the problem of how hard it is to connect with your target audience in a social network ruined by interaction, existing on a time where the overall conversation around games has fallen into a pit of cynicism and pseudo-intellectualization of gaming discourse; and this is not counting the gamer-gate grifters spewing hate to every game they can, ew. 

    Because if my FyP on twitter where everything is indie games, new releases, and people talking about games gets skewed if I minimally interact with something out of that space—in this case it was because of Obsession (2026) amazing movie, watch it—I can’t imagine how hard it would be for a game from a niche genre to reach its target audience, or what it would look like for someone that enjoys indie games but does not actively search for them, Well, probably that person would only see the same five game genres. Damn. 0-2 for the opinionated.

    I truly enjoy sharing these indie hidden gems to more people. So from my experience, my advice as someone that sees a lot of them on a daily basis.

    For small devs:

    Show authenticity. Post your process, your thoughts. Your core mechanic, if you only post about “Hey I did a new prop for my environment” or “Im doing a retro FPS”, well, that is cool, but you are not inviting your potential audience with broad strokes.
    Talk about the story.

    • Show how the thing you are currently working on connects with your core mechanics.
    • If your game has a main “gimmick” please, show and explain how it shakes the genre.
    • Don’t be afraid to break the rules and be yourself, don’t follow the marketing rules for industry games if you are indie.
    • Show art, snippets, teasers. Visuals are a powerful tool to grab people’s attention.

    TLDR: Play your strengths, break some rules. You can’t compete if you don’t pick the race you are running.

    For gamers:

    Stop feeding the cycle of negativity around games, maybe they are making one of the same 5 games cause they truly love one of those 5 games genres. Stop trying to be the nichiest of them all, better enjoy what you like without thinking games get spoiled when they get popular. People are building more outside of the same 5 games. Seek and you’ll find, trust me, you’ll do. Share the game, help an indie dev out. It won’t destroy your impeccable social image.

    TLDR: Gaming is a hobby, hobbies are meant to be fun. Get invested in it. Share the love.

    Well that is all for me, ending with a happy note of an ideal world where we help indie devs reach new audiences. And we take a more proactive stance into finding the things we really like in the hobby we all love. Remember, Steamfest rules, Gamepass is your friend, wishlist games, follow EVERY 7 MINUTES steam curator list to find hidden indie gems! You won’t regret it! It gets updated regularly by a devilish handsome writer.

    Links for all games mentioned in this article:

    Wishlist!

    ALATURKA on Steam 

    Truckful on Steam

    FERRA on Steam 

    Out Now!

    Sorry We’re Closed on Steam 

    No Sun To Worship on Steam 

  • THE BEAUTY OF A DEV DECK

    THE BEAUTY OF A DEV DECK

    Babette N.


    So, you’re on your game development journey! That’s awesome!

    A very common process in creating games is a development deck, or a dev deck, which helps you and your team track progress and stay organized. A lot of people mistake their function, so we’re going to go over what a dev deck actually does!

    An example of a slide for a dev deck I made in relation to art for a miniature portfolio game!

    A dev deck is far more important internally than for your viewers. It’s a way to track progress throughout the process of your game’s creation. Some people create a dev deck that updates by each goal met, others by time (week, day, month updates). Personally, I like to do weekly updates since it tracks exactly what I’ve gotten done in a specified amount of time, and highlights any new features or addons.

    It’s also motivation for the unmotivated. A lot of folks may struggle to keep working on a project unless there’s tangible small-scope goals and visible progress met, and that’s where a dev deck shines. You can easily go back to see progress, and set small goals with yourself in accordance to a planned schedule or kanban/scrum board system.

    Also in the slides, an active tracker about where we’re at and what’s being done

    At the end of the day, a dev deck should be telling other members of the team what is being implemented and done throughout the specified time period. Because of this, it doesn’t have to look nice! Just think of it as a blog post that you make to talk about the system.

    Dev decks should have a TON of WIP and concept phase work! They are literally updating from 0, so you’re not expected to be showing off high gear work.

    A lot of dev decks are shared publicly to keep fans in the loop, but this can also just purely be separated into update VLOGS, posts, or videos to keep things cleaner. Dev Decks are a little more nitty gritty and not necessarily in layman’s terms, and may include issues and bugs that you don’t want to share to your player base. However, it is still important to track these issues (especially before QA testing and external demos) so you need to put these somewhere — and that’s where a dev deck comes in!

    More dev deck posts with INTERNAL notes to the team

    Truly, a dev deck is what you make of it, and it should be made in a way most useful to you and your team. A lot of folks also just generally like reviewing dev decks to preview an upcoming game, or as junior designers themselves, and by providing a resource we continue to allow the open-source of game development processes to grow.

    Jobs may also enjoy looking at your processes and want to preview exactly how you break things down and lead a team, and if that’s the case it’s always nice to hold onto a well-organized example of that work!

    A dev deck is only as strong as the team wielding it, so good luck crafting!

  • XP SUMMIT TORONTO 26!

    Babette Norton


    Hey gang! Long time no chat!


    This week, I had the pleasure of visiting the XP Summit Toronto again for 2026, located once more at the Hyatt in Toronto. The venue is a great size, and although it can be a bit tough at times to navigate to the corners to find some hidden treasures, the indies that made their way out again continues to showcase the heart in Toronto. Or maybe I’m just biased (go Ontario!).

    I arrived at the venue a little bit later than last time (running last minute errands wahoo), grabbed a coffee, and immediately hopped into some meetings. Although it’s not the most organic way of networking and I definitely recommend just walking around, it’s great to do 1 on 1 meetings for specific stuff or busy people.

    As usual, everyone was an ABSOLUTE delight. It’s always a pleasure to just geek out about the industry, and the passion behind the games being made always sparks hope in such a tumultuous environment. Some of my favourites will be posted soon, but I’d be a fool not to give an immediate shoutout to Once there were cats and Wheat & Wrath. Both have such incredible direction and gameplay, you’ve got to wishlist em!

    We also got to attend the Game Awards for 2026! I was with the crew at Noodle Goose and some other delightful folks including cosplayers, actors, and influencers. From left to right: VibeyVee, Mark, Alex, Tagan Mani, RayGreyCosplay, Clement Goh, Kevy Oh, Karen Mak, LT kanada, Randy, Tech Goggles, and Babette Norton.

    The whole gang at the Canadian Game Awards! Thanks to Giovanni McLeish for the photo!

    The events being back to back almost knocked me dead, but I’d never say it’s a bad time. The event can be tiring if you’re an introvert or extrovert, so make sure to rest lots after a successful day/night!

    My main advice for these events is to bring business cards. Sometimes meeting folks happens on a dime, and having a quick way to connect is so fundamental. Another general piece of advice is just have fun; starting every conversation with “Are you hiring?” just isn’t a fun way to talk.

    I got my ticket through Amir Satvat’s Always Supporting The Game Community (ASGC.GG), so I highly encourage newbies or folks in financially rough times to always keep an eye out for the free ticket raffles. It’s how I’ve been able to attend the XP events I otherwise simply could not afford.

    Another great way to enter these events is through volunteering! Volunteers don’t have access to MeetToMatch (the B2B meeting platform), but you can meet people in the industry very easily and then during breaks roam the event.

    Our main dude Michael Wilson (Research Lead at ENTRY LVL) volunteered today!

    Most importantly than anything else, take in the opportunity to see the indie space as it’s made to be: celebratory and creative. There are such unique and new ideas spawning from the Toronto game space, I really do hope folks make the trip out to see it in it’s glory.

  • GDC PREP NOTES FROM THE PHONE OF J. ISAAC GADIENT

    J. Isaac Gadient


    GDC PREP
    Saturday, March 7, 2026
    9:06 AM
    I have put off:
    ◦ Packing
    ◦ Doing Laundry to even have clothes to pack
    ◦ Trying on outfits to see if i even own anything fancy enough for the awards shows that still fit on my fluctuating-in-size body
    ◦ Doing Dishes (cannot leave the sink full for my spouse while i’m gone)
    ◦ Finalizing my GDC talk schedule, so many good sessions I have at least two conflicts each day M-F
    ◦ Actually booking any boba chats, past “hey we should hang out or at least high-five eachother on our way to the next thing”
    ◦ Getting those cute pokemon stickers from the local game shop to give to my friends i see irl as gifts
    ◦ Pre-checking in for my flight (which leaves out in just fifteen hours)
    ✓ Starting this piece for ENTRY LVL

    9:54AM
    ::tv show voiceover voice::
    I bet you’re wondering why I’m in my basement going through piles of stuff I haven’t looked at let alone touched in months *just in case* there’s anything useful for my upcoming week in California *even though* virtually nothing on the list above has gotten accomplished.

    LOOK STRAIGHT TO CAMERA, BREAK FOURTH WALL

    ISAAC
    (Pleasantly, professionally)
    Hi, i’m J. Isaac Gadient. And I have ADHD.

    11:12AM
    Just realized I haven’t documented my GDC prep with any photos* or videos yet at all.


    Here’s what I could bear** to part with, so I’m headed to my local game shop to sell these to raise some funds*** so I can eat**** next week.

    *I am a photojournalism school dropout (2003-2005, WKU).
    **I’m not thrilled about this, but one of the reasons i’ve always kept physical media (vinyl when i was in the music industry, now games) is so that when times are lean I can sell my things to get by, even if only just.
    ***https://bsky.app/profile/jisaacgadient.bsky.social/post/3mfwnqgwcss2e
    **** between laundry and getting ready to run this errant my best friend of twenty-five years called and when I mentioned someone from Facebook Marketplace was coming over at 2:30PM to buy one of my bass guitars, he said he’d buy my some gyros or falafel for dinner one next next week if I’m broke so I don’t have to break my promise not to use credit cards I cannot pay off.

    12:23PM
    Just realized I haven’t eaten yet today

    1:22PM
    Mission: NOT accomplished.

    All this and r$2.28 store credit.

    5:58PM
    Dishwasher’s running, laundry’s dried and in a hamper to be folded and packed in my suitcase, and I’ve just had a lovely ragu my spouse made from scratch (as well as handmade pasta) while we watch the series nine finale of Bake-Off, and I just got this email:

    But—nothing I can do about it but wait, right…?

    Well. I hope there *is* something I can do about it.

    If my plane is actually on time and lands at SFO at 9:40, then i’ll have fifty minutes to get a lift to Moscone Center (a 16-minute drive), register & get my badge, and hoof it to West Hall and find a seat. I think this is technically possible, but I never like cutting it this close. If I stay overnight in Chicago (is American Airlines paying for my hotel? My transportation there and back to O’Hare?) and wake up Monday morning and *that* flight in cancelled…I will be very sad.

    8:01PM
    Anyways, I’m packed now. Never got to update my portfolio, which honestly is a big reason I am going*. So I feel a little silly about that. I suppose I should pack my laptop and work on it in my hotel during my overnight layover.

    *I got some friends and colleagues to give me notes so I could optimize my website before I bring it to the *absolutely stacked* Narrative Portfolio Review happening Monday:

    8:42PM
    No callback from American Airlines customer service yet (colour me surprised), so I suppose there is only *one* thing I *can* do:


    Hopefully I get some good sleep before we have to wake up at 5AM…and hopefully AA (American Airlines, not Alcoholics Anonymous) will be comping my accommodations tomorrow night in the windy city.


    All image credits to J. Isaac Gradient unless captioned otherwise.

  • MDEV 2025

    J. Isaac Gadient


    Madison, Wisconsin: An hour west of Milwaukee and half its size; two hours west of Chicago and a tenth its size. But Madison does boast one feature (in addition to the best cheese curds in the world): A robust local game development scene. To name a few studios: Raven Software, Respawn, PUBG, Filament Games, and Lost Boys Interactive.

    Ben Kvalo (CEO of Midwest Games, formerly Lead Program Manager of Games at Netflix) has stepped up this year as the new Board President of the Wisconsin Games Alliance (WGA). Kvalo brings new energy and a new approach to the Midwest’s largest video game industry-focused event. 

    Most significantly, the “show”, as Kvalo called it all weekend, is now two (2) days long instead of just the one as it always had been. MDEV25 took place on November 7-8 at the Alliant Energy Center here in Madison, WI. There was a kickoff social the night before as well that had some talks and drinks—a bit of a “red carpet” style event. Some folks dressed up in formalwear, others wore casual attire, and others still came in full cosplay! The celebratory preconference set the inclusive tone of the weekend.

    The conference had no trouble expanding to fill two days of content—there were loads of amazing talks by developers, keynote speakers, and indie games on display at the showcase. The opening talk by Gordon Bellamy (Gay Gaming Professionals, Designer on the original Madden games) was dense in the best way. Bellamy dropped so many nuggets of wisdom in this single talk that I could barely keep up with writing them down in my notebook. One gem I was able to capture was that “Wisdom compounds when we honor where we come from.” This got me to stop thinking, “Why is this guy from D.C. who lives in California speaking at a conference in and about the midwest?” I felt invited to feel enough where I was—indie and in-between the coasts. He told us: “You don’t need permission from anyone to do this.”

    The most profound moment of Bellamy’s keynote was when he asked the entire MDEV crowd to get out their phones, open up LinkedIn, and hand their smartphones to someone next to them from another state. Some folks of course were reluctant to do so, but the energy in the room was buzzing. I met two new people, one of whom I spent some nice time with during the conference: A fellow writer, all the way from Arizona, who was able to attend thanks to a gifted pass from Amir Satvat’s Gaming Community.

    The other keynote speaker, Chris Melissinos, mused that web-based gaming could be the future of our industry thanks to HTML5. Instead of purchasing more consoles, we could all use the hardware we already have: Our computers, TVs, and smartphones. In addition to discussing the future, he talked about the past (he is, after all, a video game archivist), and brought out onstage one of the original PONG motherboards, which honestly impressed me more than I would have guessed. Neat to be in the same room with such a material piece of game development history.

    As a narrative designer myself, I was delighted there were several talks on writing. Quinn Elmer (previously Lost Boys Interactive and The Initiative) finished his trilogy on The StorytellingToolkit with adroitness and aplomb. He even put on his (metaphorical) turtle neck to get scholarly and technical with us.

    The focus for this third and final installation of The Storytelling Toolkit was on implementation. Elmer used Unreal Engine’s Blueprints as an example, since that’s what he used when he was working on the cancelled Perfect Dark reboot and suggested Lua as a relatively simple programming language that narrative designers could learn that would teach applicable skills for scripting in whatever languages and tools studios may have them use.

    Perhaps the most interesting talk I caught was a panel of folks who brought to life the game Powwow Bound: A Menominee Homecoming, a narrative adventure created by a partnership between 

    Nebraska Public Media and PBS Wisconsin. The Game Designer Jacob Schwitzer and Writer Justin Eagle Gauthier were on the panel and discussed the deep cultural importance of representing a contemporary Native experience with respect and authenticity.

    To catch more excellent words from all of these keynote speakers, keep your eyes peeled: This will be the first year since the first MDEV that all the talks will be uploaded to YouTube. Keep a look out for WGA getting those edited and posted (I assume sometime early next year).

    I didn’t delve deeply into the indie games showcase because—good problem to have—I had so many friends at the conference! I got to enjoy friends old and new from Chicago; I had impromptu meetings with devs I’d been connected with on LinkedIn; I got to see some local Madison gamedevs that I don’t often see the rest of the year; and I was able to speak with some of the presenters whose talks inspired me.

    The game I did spend the most time with was Midwest Goodbye. The devs were kind and excited, and explained that the title was chosen from many adjectives and nouns on a whiteboard, and they had to build something that it evoked for them, jam-style. The combination of 2D hand-illustrated characters and 3D environments was fun and inviting. The setting and premise of the story was pleasant—I’m a sucker for slice-of-life games. 

    As a former marketing volunteer for WGA, I can say objectively that the best thing the team did for promoting MDEV2026 was to put on a truly amazing MDEV2025. This year was exciting and cozy at the same time for me, and that’s all I ever want out of life. Some familiarity, some freshness; learning and sharing; having fun and getting down to business. I’m hopeful for the Midwest as a haven for gamedevs.

    DISCLOSURE: The author of this article volunteered from April to October as a member of the marketing committee for the WGA.

    P.S. There was a really lovely talk, “The Freelancing Life,” by author and game designer Matt Forbeck that bookended my MDEV experience.

    (PICTURED: Just so everyone knows the kind of badass you’re dealing with when Matt Forbeck gives a talk…He yapped in front of this projection of his nonexistent powerpoint. Almost an hour of freestyling on freelancing.)

    Matt’s awesome talk didn’t make it into my main piece, but these most gilded nuggets are too good to not impart!

    TO SURVIVE THE FREELANCING LIFE:
    1) Set up an S Corp for tax purposes.
    2) Diversify your income streams; even in different industries.
    3) If you want to tell stories with your writing, you have to learn to talk to people first.
    4) ALWAYS ask for more money.
    5) Explain WHY they should pay you more money.
    6) Cut your expenses.
    7) Read every contract is if it were written by your WORST ENEMY.
    8) NEVER agree to any job “paid upon publication.”

    and this trinity:
    A) Don’t be a jerk;
    B) Show up on time;
    and C) Do what you say you’ll do.

  • XP VANCOUVER

    Babette Norton


    Vancouver is one of Canada’s great media hubs; home to a majority of the animation and film industry, Vancouver also boasts a massive chunk of the games industry as well.

    This weekend was the XP Biz & SIGNALS joint event in the heart of the city. In two different downtown venues, October 3rd and 4th featured a true celebration of games, XR/VR, and tech as a whole.

    Once again, I was lucky enough to have been given an all access pass courtesy of Amir Satvat (wonderful human – go check him out!!). This time however, the event was a little further from home, and I took the 5 hour flight down to network and talk about my experiences in the industry.
    There were a lot of familiar faces – Simply Sweet Games showcased Criss Cross Castle again at the event following their soft launch, INSERT COIN did several talks throughout the first day, and

    Then there was all the excitement of the new faces and studios I got the chance to meet. I loved Buffalo Buffalo’s game FRESH TRACKS, a VR and non-VR friendly rhythm game where you ski alongside the tracks to help the gods. MONSTERHEARTS: Welcome to Drowned Lake scratched a narrative itch I had been having, and the unique artstyle captured me immediately.

    Outside of games, there were also some awesome set-ups and interactive media projects on display. Binga! Brands had this super cool AR toy collectible that I loved interacting with, and the project came so much from the heart that it was awesome to see. There were movie-esque projects too, like the Lily Project setup which retold a more modern surveillance-heavy story from Iran with a focus on Lady Macbeth.

    I think one of the bigger questions folks may have is “Is this worth attending”? As it’s known, a lot of events in the industry that are B2B have a bit of a steeper price point – one that’s not always accessible for those searching for or out of work.

    All in all, I’d say within Canada XP Gaming’s events are not just top notch, but also extremely well known by the industry. Big names like Riot Games, Serenity Forge, and lots of veterans from groups like EA and Ubisoft come to these events, and especially as an entry level searcher, these events are critical in making connections within the industry. Even if you don’t land a contract at the event, you are sure to meet people who you will connect with along your gamedev journey.

    Another important topic of this is that these tickets are more accessible than ever. Giveaways through Amir Satvat’s Community on LinkedIn are constant; it’s how I had all 4 of my attended events comped. Outside of that, schools often have discounts or are able to partial pay for tickets, allowing you to get them at a significant discount.

    MIGS is the next big event; one I went to about a year ago (and my first ever game event in Canada)! I hope to continue seeing faces and admiring how everyone pushes this industry to be smarter, more inventive, and more accessible.

  • THINK OF GAMES AS YOU TRY TO GET INTO THE GAMES INDUSTRY

    Franco E. Pacho


    Recently, I’ve been thinking about portfolios, more specifically on how we build one. Since I am in the process of updating my writing portfolio. 

    By now, if you are aiming to work at the gaming industry you must have heard (and read, even here at ENTRY LVL) some advice to build your portfolio or perhaps attended Portfolio Reviews. If not…, do it. RIGHT NOW. 

    The most common advice you get is “Show your best pieces”, “Work in various pieces as a unified project”, and “Show complete breakdowns”.

    Darksiders 3 | Scars (zone mood)

    Usually, the resume of the advice is “you must present a detailed version of what you can do while aligning what you are showcasing with the expected work of where you want to apply”, so you get more hits than misses; that and a good amount of luck. 

    And this is all advice that many can understand when it comes down to Art portfolios, since this is where the portfolio idea mostly comes from. Animation, Concept Art, also applicable to 3D. 

    But this does not translate well to some other Game Dev disciplines. 

    I approached my Narrative portfolio with this mentality. I wrote an interesting character, their Bio, their mechanics and how the player interacts with them, wrote barks and some dialogue. And then when I received feedback for it, I was hit with “This would be an automatic failure for any writer test you do”. 

    The reason: This character did not consider the limitations of systems and game design needs. This character spoke like this: “I/We are pleased with your help/service”. They told me this would be confusing, and if there were the plans for this character to have voice over, there would be complications on how to approach it for voice acting.  

    So, I had to dial the complexity back, rethink how the character I have already designed and rethink their voice. Same thing with the place where the player would encounter them. This was new to hear for a portfolio.  

    Not do you most complex pieces? Think of your budget? 

    When it comes to Design at least for Game, Narrative, Level, I learned a new advice for portfolio. Show you clearly know how “games work”. 

    1.Be mindful of UI  

    …like the number of words in each dialogue box or how you make a player clearly understand effects through clean and neat icons while traversing levels. 

    2. Be mindful of UX 

    The processing of information you give to each player, or how to dial up or down tutorials and pop ups so they don’t feel you are hand holding them, how you communicate this information. 

    3. Technical budgets 

    …since you can’t design epic pieces with crowds that would most likely crash your computer.  

    Example of a pretty looking but not so functional portfolio (my old one) 

    The breakdowns were completely different too, in Art portfolios, some notes and materials breakdowns with some timelines are great and explains the artist thought process when the art is done. 

    Breakdowns on design must show what you are trying to convey to the player in real time. And a lot of the times a portfolio for design roles will have screenshots of the behind the scenes with explanations of why the decisions were taken, sometimes it feels wrong since putting literal excel sheets on with ramblings of a eloquent concise madman. 

    I’m sharing this for anyone that has a great looking portfolio but with not-so-great explanation and thought process of the design choices taken. Try and look for points of your work when shows things a little too out for a budget you are aiming for things that shouts “Naughty Dog”, but you are applying to “We-are-3-people-and-a-dog” indie studio.  

    Start thinking how to replace just great pieces with great pieces that have actual thought on the collaborative effort of games. Show you can work with someone to reduce the cost and time of making a game from 4 years… to 2 years. So that we collectively can retire the awful saying that “it’s a miracle that games are made”. It makes us look kind of incompetent, you know?