FREERUNNERS Steam Next Fest Postmortem
I’ve been solo developing a game called Freerunners in my spare time for the last few years. Finding chunks of time to work on it in the evenings and weekends outside of my main job which is pretty time-consuming (also making video games, I’m a lead developer on Marauders).
Freerunners is a parkour game, based on my own experiences of doing parkour from a couple of years ago. I wanted to try and give the feeling I got of finding a flow and rhythm of moving through an environment. Vaulting, climbing, jumping, ducking, swinging, sliding, doing what it takes to complete a route as fast as possible.
PLAY THE FREE DEMO HERE
Let me know what you think and give the game a wishlist if you like it!
Freerunners Trailer
I’ve been making slow and steady progress over the years and am getting to a point where I feel more confident about being closer to launching the game. Now I am mainly refining the design of the levels, getting and acting on feedback from people as well as bug fixing, polishing and adding more juice. The core of the game is there, I have all the obstacles, the unlocks and all 50 levels are playable with art.
The next big milestone I had planned on the game’s journey was taking part in a Steam Next Fest. I had been holding off doing one before because you only get one Next Fest per game title. But now with the game being closer to launch I thought it would be a good chance to get some exposure, get more feedback on the game, and see if I could get wishlists (aka if people actually wanted to play the game). The only problem was I didn’t have a demo yet…
So last August (2023), I got to work on creating a demo. I tried taking an exciting section from the middle of the game, but it just didn’t work. The game is very much about learning and using the controls at the right time. Throwing people into the middle of the game just didn’t feel good or work. So I ended up giving people the first levels of the game, where you learn the controls and where it builds to more complex levels. With the last 2 levels being less tutorially and more representative of the games normal gameplay: Thinking about obstacles on the move and getting chased by the bad guys. The whole demo takes around 8-10 min to play and I think it gives a good feel of what the game is. I wrapped it up with some extra UI and blockers to tell people it was a demo and added a button to send players to the Steam page to wishlist the game.
I first uploaded the demo to Steam in September 2023. The plan was to get the demo up early and then keep refining it until the Next Fest, giving plenty of time to iron out bugs, get feedback and act on that feedback. For uploading a demo to Steam and linking it to my main store page this YouTube video was very helpful. Funnily enough, I missed the deadline for applying for the Feb 2024 Next Fest. However, I contacted Steam a few days after the deadline, letting them know I was interested and they let me join it still (thanks Steam). I think having my storepage and demo already up probably helped me out there. So then that was it, I was locked in!
I ended up being super busy in my day job over the months between Oct and the Feb Next Fest and marketing the game definitely suffered, but more on that later on. However, I managed to squeeze out 5 updates to the Demo in that time. These updates were a mix of general improvements that had come naturally while I continued developing the core game but also some things targeted specifically at improving the Demo. For example, I added localisation into 4 languages and the options to change keybindings and screen resolution. After receiving feedback (thanks r/parkour) I also decided to change the design/flow of some of the early levels to have a better rhythm to them. I’m glad I got these changes in as I think they created a more solid and accessible game.
Let’s get to the bit you probably came here to see, the cold hard numbers! I could do the marketing clickbait thing and tell you that I almost doubled my wishlists! But before you get too excited the truth is the numbers weren’t great ha. But it’s been a good learning experience and something I can work and build on, both for Freerunners and games I make in the future!
THE STATS HIGHLIGHTS
I had 154,724 impressions (people “seeing” my capsule art)
2,261 people visited my store page (or 2,430 not sure why the numbers are different)
Of the 2,261 store visits 564 were from external traffic (Roughly a 5th from external traffic the rest were from within Steam)
A click-through rate to view my store page of 1.5%
Wishlists went up from 420 to 755, an increase of 355
If 2,261 people visited my store and I got 355 wishlists, that means I had a wishlist rate to store visits of around 15.7%
Demo plays went up from 194 to 691, an increase of 497
If 2,261 people visited my store and I got 497 demo plays, that means I had a Demo play rate of around 21%
The median demo play time went down by 1 minute to 6 min. (The Demo itself takes about 8-10 min to play through fully)
In terms of countries visiting my store page it was: USA - 29% (714), Russia - 14% (344), Singapore - 11% (268), China - 5% (117), UK - 4% (102), then Hong Kong, Canada and Japan with 3% each, then Germany and France with 2% each
I got the most amount of visits and wishlists on the first day of the next fest, it then declined over the next 2 days and was kind of steady for the remaining days
My Followers increase from 26 to 40
Here are some screenshots of the actual data:
WHAT WENT WELL?
Increase in Wishlists & Follows: Before the Next Fest, I was getting very few wishlists on a daily basis, so although I was getting relatively small numbers during the Next Fest it was definitely a nice boost to everything.
Post Next Fest baseline Wishlist Increase: It’s only been a couple of days since Next Fest finished but I am seeing wishlist additions at a higher daily rate than I would normally get. For example yesterday I got 7 wishlists even though everything is over. Potentially this is people who downloaded the demo but are only playing it now or people are seeing let’s plays of the game that were recorded over Next Fest.
Having Localisation: I localised into Russian, Spanish, French and Simplified Chinese. It could be purely coincidence but Russian was my second largest player base with Singapore and China coming in 3rd and 4th respectively (Singapore also commonly speaking Mandarin). So my localisation either helped bring in more players or at the very least the players that played were able to enjoy the game in their own language so seems like a win-win either way.
Having a Demo build-up early: Getting demo builds up on Steam way before Next Fest was very beneficial. Both for refining the demo itself, making it solid and stable but also for getting more confident in putting out live builds to Steam. I saw one Next Fest game that had to take down their game after the first day because of crashing and other issues, in their own words “Frankly, we pushed this demo out in haste to meet the festival deadline”. I feel for them, it’s a real shame because you only get one chance with Next Fest.
Engaging with people on Twitter (X): I saw lots of accounts on Twitter (X) asking what games to play for Next Fest and I spent a chunk of time each evening, searching and replying to people’s tweets, letting them know about my game (with a link to the store page). I think this must have been doing something because around one-fifth of all storepage visits were from external traffic and this was a big chunk of the marketing I did actually do.
WHAT DIDN’T GO WELL?
Marketing, Marketing, Marketing: By far the biggest mistake I made was being a classic cliche of an indie game developer. Spending a long time making a game only to do very little marketing. I did have a rough plan for marketing and a whole Trello list of things to do but in truth I just didn’t get around to doing them. I could make excuses like I’m doing this solo and that I work very long hours in my main job on Marauders, but realistically with the time I had, I just focused too much on the development side of the game/demo and not enough on the marketing. I didn’t contact press or streamers, I didn't do the suggested Live Stream, I didn’t rework my Steam page assets (The GIFs, images and trailer on my store page are all from when I first launched my Steam page). Realistically, my marketing was a post on Linked in and Twitter engagement. At the end of the day, I’m not going to beat myself up about it, I’m just going to learn from it and do better in the future.
Conversion Rates: Looking at my conversion rates they don’t seem great: A 1.5% clickthrough to my store page and 15% for wishlisting. I’m not sure what good conversion rates are but from my wishlisting rate of 15% percent (which costs nothing for a person to do) I would imagine it probably means a very low purchase conversion rate.
No Explosion of Wishlists and Followers: Although I’m grateful for every wishlist and follow I got, I’m fully aware that the numbers I got are still small and I’m going to have to work hard to increase them.
Have Content / Assets Prepared: I was making the promotional assets (GIFs, images) the night before Next Fest, and during it. Things would have been so much easier if I had stuff prepared in advance. For example, having the images ready for a Steam announcement post would have made releasing the post a much smoother process.
FEEDBACK
I got a bunch of useful feedback from people during Next Fest but I wanted to highlight this piece from Johan Toresson on Twitter (Thanks @jtoresson) because it think it illustrates an interesting point. When you have been working on something for a long time you can easily become blind to things. It’s why fresh eyes and feedback are so important!
He mentions that “the GIF is choppy” but in the trailer, you can see it isn’t. I’d had similar feedback before in a Reddit comment: “the movement looks choppy” based on the GIF I was sharing. I didn’t think much about it at the time because I know the animation of the game isn’t choppy and it’s just the GIF compression that I had to do to shrink things under 3MB but… people viewing it for the first time don’t know that. So realising that what I’m putting on display marketing-wise isn’t matching up with what I want the game to be was very enlightening.
In the next few weeks, I’m going to work over the game and see if I can unify everything to build around what I wanted the game to be about: the feeling of flow and movement. Both on the marketing side: fixing up my Store page and the assets I share with people, as well as in the game itself by trying to make things seem like they flow more.
THINGS I LEARNT?
Needing A Second Steam Account To Test Your Demo: If you have the full version of your game in your Steam library then you can’t test the Demo. I had to create a second Steam account (without the full game in its library). Then use that account to test the demo whenever I did an update to it.
Wishlist Numbers Update Once A Day: It may seem silly but I didn’t realise that wishlist numbers are updated once per day. I was checking in on the first day of the Next Fest and was like ah crap I’m not getting any traction at all. But when I woke up the next day and checked I had some, so keep that in mind!
People Arn’t Signed Into Webrowser Steam: I have a button in my demo that prompts players to wishlist the game. When they press it, it launches the Freerunners Steam page in their browser. The problem with this is that very few people are actually logged into Steam on their browser, creating extra friction for getting those wishlists. After playing other people demos I realised that a far better way would have been to launch the Steam overlay with the Freerunners store page, allowing players to wishlist the game in far fewer steps.
Prepare More Content Ahead of Time: Before the Next Fest I should have prepared more content to share. I know I fell short on actual marketing but I should have at least prepped some new GIFS, some videos, had banners prepared for my Steam posts. I did this on the first / second day of Next Fest which ate up a bunch of time.
Working On The Game During Next Fest Wasn’t Realistic: Naively, I thought I would still have time to work on the core game while Next Fest was running. However, this wasn’t the case. A mixture of doing longer days at my day job, while also trying to promote the game in the evenings left me with little time to do any meaty development work over the week. If I had prepared more in advance maybe this wouldn’t have been less of an issue though.
MY Next STEPS
Clearly, I have lots to learn still, but that’s okay. Although I do want to get the game finished, I’m in no rush to launch the game as it’s the journey and not the destination that’s important to me. The purpose of solo-making games in my spare time is to have fun, but also to get better at the whole process of ideation to development to release. This Next Fest experience made me realise that marketing is such a big part of this process that I am missing and need to get better at to truly be a better gamedev. With that in mind here is what I’m planning for Freerunners going forward:
Push Back Freerunners Launch: I’m thinking to roughly August this year (I have a lot of work commitments in Q1 and Q2). Giving me time to unify the marketing and the game development direction, so everything feels aligned.
Concentrate on Marketing: There is so much to unpack here but broadly speaking: make a solid marketing plan, think about the audiences I want to hit and what the angle will be with them as well as most importantly acting on the marketing plan, both consistently as well as building to a launch day. I also want to see if I can increase my conversion rates (click-throughs and wishlists) via making incremental changes to my store page.
Refining the Gameplay: On the game development side of things, I’m going to playthrough my whole game and look for ways that I can reinforce the core concept of the game: Flow and rhythm and of movement. Alongside this I will continue to add polish, juice up the gameplay and fix bugs! With the goal of making the game a very solid product for launch!
GO CHECK OUT FREERUNNERS
If you enjoyed my Next Fest breakdown give it a wishlist if you like the look of it!
BLOG POSTS
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2025
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2024
20
- Nov 24, 2024 Project Optimise Tool Released Onto FAB Unreal Marketplace!
- Oct 12, 2024 I Released Project Optimise V3.1
- Sep 17, 2024 QUICK DEV TIP #106 UE4 / UE5 - Toggle Debug Camera
- Sep 7, 2024 Quick Dev Insights #07 - Developing For The Playdate - Ollie Coe
- Sep 3, 2024 QUICK DEV TIP #105 UE4 / UE5 - Debugging UI With The Widget Reflector
- Sep 3, 2024 QUICK DEV TIP #104 UE4 / UE5 - Quick Select Input Key
- Sep 2, 2024 QUICK DEV TIP #103 UE4 / UE5 - Auto Navigate to Blueprint Error
- Aug 28, 2024 Indie Dev Story is now available on Steam for FREE!
- Aug 20, 2024 Quick Dev Insights #06 - Starting and running your own outsourcing studio - Rob Moody
- Aug 4, 2024 QUICK DEV TIP #102 UE4 / UE5 - List Modified Variables
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- Jul 31, 2024 Indie Dev Story Patch Notes for V1.3
- Apr 22, 2024 Testing out Tech: Adobe Express - Animations from Audio
- Apr 20, 2024 Made a new Game: Ultra Ball!
- Mar 5, 2024 FREERUNNERS PROGRESS - More ways to Fail
- Feb 27, 2024 Freerunners Progress - A better flow
- Feb 21, 2024 Freerunners Marketing, Lets get started!
- Feb 17, 2024 FREERUNNERS Steam Next Fest Postmortem
- Feb 7, 2024 FREERUNNERS IS IN STEAM NEXT FEST FEB 2024!
- Jan 25, 2024 FREERUNNERS DEMO UPDATE! (JANUARY 2024)
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2023
18
- Dec 31, 2023 Marauders Community Memes, Art and Cosplay! Dec 2023 Edition
- Nov 27, 2023 Freerunners Demo Updates! (November 2023)
- Oct 7, 2023 Project Optimise Tool (Unreal Engine) : How To Use
- Oct 7, 2023 Project Optimise Tool Is Now Downloadable From My itch.io Page
- Sep 8, 2023 Freerunners Demo Out Now!
- Sep 4, 2023 All Things Marauders (March - August 2023)
- Aug 8, 2023 10 Tips For Faster Blueprint Using
- Aug 5, 2023 Updated my Free Unreal Engine Tool: Project Optimise
- Jun 10, 2023 Meetup at the Team17 office!
- Apr 28, 2023 New Unreal Engine Tool: Project Optimise!
- Apr 14, 2023 21 UE4/UE5 Tips To Help You Build Out Levels Faster
- Mar 31, 2023 I did a talk at GDC!
- Mar 4, 2023 4 Material Editor Tips for Unreal Engine
- Feb 25, 2023 6 Tips for Faster Blueprinting!
- Feb 13, 2023 5 Useful Unreal Engine Blueprint Tips/Tricks
- Feb 9, 2023 3 Quick Unreal Engine Sound Tips/Tricks
- Jan 20, 2023 Compare Data tables Tool for Unreal Engine
- Jan 3, 2023 I Tried Rokoko Video - Free Ai Motion Capture
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2022
55
- Dec 29, 2022 3 Quick Unreal Engine Animation Tips/Tricks
- Dec 21, 2022 Marauders: The Red Baron Update
- Dec 6, 2022 50 Quick Tips and Tricks for Unreal Engine. How many do you know?
- Dec 5, 2022 F1 Marauders Art
- Nov 21, 2022 QUICK DEV TIP #100 UE4 / UE5 - Snap To Surface
- Nov 15, 2022 Quick Dev Insights #02 - Level Designer - Alfie Bawden
- Nov 12, 2022 QUICK DEV TIP #99 UE4 / UE5 - Editor Asset Open Location
- Nov 11, 2022 Launching Marauders into EA
- Nov 11, 2022 Marauders Memes#1
- Nov 7, 2022 QUICK DEV TIP #98 UE4 / UE5 - Custom Asset Shadow
- Oct 29, 2022 QUICK DEV TIP #97 UE4 / UE5 - Screenshots
- Oct 24, 2022 QUICK DEV TIP #96 UE4 / UE5 - Copy Paste UMG Anims
- Oct 16, 2022 QUICK DEV TIP #95 UE4 / UE5 - Favourite Blueprint Nodes
- Oct 12, 2022 Rust bucket 3D Print
- Oct 12, 2022 QUICK DEV TIP #94 UE4 / UE5 - MATERIAL EDITOR KEYBOARD SHORTCUTS
- Sep 27, 2022 QUICK DEV TIP #93 UE4 / UE5 - Blueprint Keyboard Shortcuts
- Sep 19, 2022 QUICK DEV TIP #92 UE4 / UE5 - GAMEPLAY VIEW
- Sep 10, 2022 Marauders Progress
- Sep 3, 2022 QUICK DEV TIP #91 UE4 / UE5 - COMMENTING
- Aug 22, 2022 QUICK DEV TIP #90 UE4 / UE5 - GROUPING
- Aug 15, 2022 QUICK DEV TIP #89 UE4 / UE5 - LOCK IN PLACE
- Aug 5, 2022 QUICK DEV TIP #88 UE4 / UE5 - REORDER ARRAY
- Jul 19, 2022 QUICK DEV TIP #87 UE4 / UE5 - HIDE UI BINDINGS
- Jul 12, 2022 QUICK DEV TIP #86 UE4 / UE5 - CONSOLE COMMAND INFO
- Jul 3, 2022 QUICK DEV TIP #85 UE4 / UE5 - QUICK CHANGE VIEWPORT ANGLE
- Jun 27, 2022 QUICK DEV TIP #84 UE4 / UE5 - DELETE NODE, KEEP CONNECTION
- Jun 19, 2022 QUICK DEV TIP #83 UE4 / UE5 - MOVE WITH ASSET
- Jun 12, 2022 QUICK DEV TIP #82 UE4 / UE5 - EDITOR START UP LEVEL
- Jun 6, 2022 QUICK DEV TIP #81 UE4 / UE5 - VIEW FROM ASSET POINT OF VIEW
- May 29, 2022 QUICK DEV TIP #80 UE4 / UE5 - EXTRA INFO ABOUT NODES
- May 29, 2022 Quick Dev Insights #05 - Indie Games Publisher - Jeff Giasson
- May 23, 2022 QUICK DEV TIP #79 UE4 / UE5 - CONTENT BROWSER FILTERS
- May 16, 2022 QUICK DEV TIP #78 UE4 / UE5 - ADJUST GIZMO SIZE
- May 10, 2022 QUICK DEV TIP #77 UE4 / UE5 - FULL SCREEN VIEWPORT
- May 3, 2022 QUICK DEV TIP #76 UE4 / UE5 - SPEED TREE COLOUR VARIATION NODE
- Apr 28, 2022 Quick Dev Insights #04 - Building A Community - Dan Walters
- Apr 26, 2022 QUICK DEV TIP #74 UE4 / UE5 - OPTIMISING TICK RATE
- Apr 25, 2022 QUICK DEV TIP #75 UE4 / UE5 - MAP THUMBNAIL ICONS
- Apr 12, 2022 QUICK DEV TIP #73 UE4 / UE5 - GPU VISUALISER
- Apr 9, 2022 Quick Dev Insights #03 - Creating UI For Games - Ben Humphreys
- Apr 5, 2022 QUICK DEV TIP #72 UE4 / UE5 - TEMP CHANGE PIVOT
- Mar 28, 2022 QUICK DEV TIP #71 UE4 / UE5 - COPY PASTE LODs
- Mar 24, 2022 Marauders Has Been Announced!
- Mar 22, 2022 QUICK DEV TIP #70 UE4 / UE5 - OUTLINER FILTERING
- Mar 15, 2022 QUICK DEV TIP #69 UE4 / UE5 - CONSOLE COMMAND SEARCHING
- Mar 7, 2022 QUICK DEV TIP #68 UE4 / UE5 - HIGHLIGHTING CONNECTIONS
- Mar 1, 2022 QUICK DEV TIP #67 UE4 / UE5 - SAVE HARD DRIVE SPACE
- Feb 21, 2022 QUICK DEV TIP #66 UE4 / UE5 - NAME MATERIAL PINS
- Feb 15, 2022 QUICK DEV TIP #65 UE4 / UE5 - EDIT AUTOSAVE SETTINGS
- Feb 6, 2022 QUICK DEV TIP #64 UE4 / UE5 - HIDE ALL SCREEN MESSAGES
- Jan 31, 2022 QUICK DEV TIP #63 UE4 / UE5 - MEASURING DISTANCES
- Jan 25, 2022 QUICK DEV TIP #62 UE4 / UE5 - MATHS IN VARIABLES
- Jan 17, 2022 QUICK DEV TIP #61 UE4 / UE5 - STORE BLUEPRINT GRAPH POSITIONS
- Jan 11, 2022 QUICK DEV TIP #60 UE4 / UE5 - MIRROR ASSETS
- Jan 3, 2022 QUICK DEV TIP #59 UE4 / UE5 - SMALLER INTERFACE ICONS
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2021
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- Dec 27, 2021 QUICK DEV TIP #58 UE4 / UE5 - QUICK ADJUST CAMERA SPEED
- Dec 20, 2021 QUICK DEV TIP #57 UE4 / UE5 - BREAKPOINT ON BLUEPRINT ERROR
- Dec 13, 2021 QUICK DEV TIP #56 UE4 / UE5 - UMG REPLACE & WRAP WITH
- Dec 6, 2021 QUICK DEV TIP #55 UE4 / UE5 - MOVE VARIABLE TO PARENT
- Nov 29, 2021 QUICK DEV TIP #54 UE4 / UE5 - SELECT ALL OF THE SAME
- Nov 22, 2021 QUICK DEV TIP #53 UE4 / UE5 - LIGHT MAP STATISTICS
- Nov 16, 2021 QUICK DEV TIP #52 UE4 / UE5 - EVENT TO FUNCTION / FUNCTION TO EVENT
- Nov 8, 2021 QUICK DEV TIP #51 UE4 / UE5 - DISABLE BLUEPRINT NODE
- Nov 1, 2021 QUICK DEV TIP #50 UE4 / UE5 - EDITOR CALL EVENTS AT RUNTIME
- Oct 25, 2021 QUICK DEV TIP #49 UE4 / UE5 - SAVE LOAD LAYOUTS
- Oct 18, 2021 QUICK DEV TIP #48 UE4 / UE5 - QUICK MAKE ICONS
- Oct 18, 2021 My steam page got approved for my game Freerunners!
- Oct 11, 2021 QUICK DEV TIP #47 UE4 / UE5 - QUICK OPEN LEVEL ASSET
- Oct 4, 2021 QUICK DEV TIP #46 UE4 / UE5 - THUMBNAIL EDIT MODE
- Sep 27, 2021 QUICK DEV TIP #45 UE4 / UE5 - COMBINING MULTIPLE STATIC MESHES
- Sep 20, 2021 QUICK DEV TIP #44 UE4 / UE5 - RELATIVE AND WORLD TRANSFORMS
- Sep 13, 2021 QUICK DEV TIP #43 UE4 / UE5 - QUICK NAVIGATE TO BLUEPRINT PARENT
- Sep 6, 2021 QUICK DEV TIP #42 UE4 / UE5 - Automatically Reimport Files
- Aug 30, 2021 QUICK DEV TIP #41 UE4 / UE5 - Have Multiple Anim Sequences Open
- Aug 24, 2021 QUICK DEV TIP #40 UE4 / UE5 - Diffing Blueprints
- Aug 16, 2021 QUICK DEV TIP #39 UE4 / UE5 - Quick Tweak Textures
- Aug 9, 2021 QUICK DEV TIP #38 UE4 / UE5 - Animation Pose Into Static Mesh
- Aug 2, 2021 We Won An Award!
- Aug 2, 2021 QUICK DEV TIP #37 UE4 / UE5 - Colourblind Editor Mode
- Jul 26, 2021 QUICK DEV TIP #36 UE4 / UE5 - Saving Colours
- Jul 19, 2021 QUICK DEV TIP #35 UE4 / UE5 - Quick Switch Tabs
- Jul 12, 2021 QUICK DEV TIP #34 UE4 / UE5 - Find Across Whole Project
- Jul 5, 2021 QUICK DEV TIP #33 UE4 / UE5 - UMG Favourites
- Jun 28, 2021 QUICK DEV TIP #32 UE4 - Custom Grid Snap Amounts
- Jun 21, 2021 QUICK DEV TIP #31 UE4 - Favourite Folders
- Jun 13, 2021 QUICK DEV TIP #30 UE4 - Content Browser Icon Size
- Jun 7, 2021 QUICK DEV TIP #29 UE4 - Quick Make Pins
- May 31, 2021 QUICK DEV TIP #28 UE4 - Drop Asset To Surface
- May 24, 2021 QUICK DEV TIP #27 UE4 - Multiple Content Browsers
- May 17, 2021 QUICK DEV TIP #26 UE4 - Change Asset Default Transform
- May 10, 2021 QUICK DEV TIP #25 UE4 - Move Light In Static Mesh Viewer
- May 3, 2021 QUICK DEV TIP #24 UE4 - Quick Rename
- May 3, 2021 Survive Another Night Patch Notes
- Apr 26, 2021 QUICK DEV TIP #23 UE4 - Toggle Translucent Selection
- Apr 19, 2021 QUICK DEV TIP #22 UE4 - Quick Find Asset
- Apr 12, 2021 QUICK DEV TIP #21 UE4 - ADVANCED CONTENT BROWSER SEARCHING
- Apr 5, 2021 QUICK DEV TIP #20 UE4 - OPTIMISING: DUMPTICKS
- Mar 29, 2021 QUICK DEV TIP #19 UE4 - TWEAK ANIMATIONS IN EDITOR
- Mar 22, 2021 QUICK DEV TIP #18 UE4 - SEPARATE LIGHTING CHANNELS
- Mar 15, 2021 QUICK DEV TIP #17 UE4 - MATERIALS QUICK CONNECT
- Mar 8, 2021 QUICK DEV TIP #16 UE4 - PREVIEW AUDIO FROM VIEWPORT
- Mar 1, 2021 QUICK DEV TIP #15 UE4 - BULK EDIT ASSETS
- Feb 22, 2021 QUICK DEV TIP #14 UE4 - QUICK SET SOUND SETTINGS
- Feb 15, 2021 QUICK DEV TIP #13 UE4 - STORED CAMERA POSITIONS
- Feb 8, 2021 QUICK DEV TIP #12 UE4 - BLUEPRINTS - EASY COPY INFO
- Feb 1, 2021 QUICK DEV TIP #11 UE4 - BLUEPRINTS - QUICK IMPORTING FILES
- Jan 25, 2021 QUICK DEV TIP #10 UE4 - BLUEPRINTS - SUBCATEGORIES
- Jan 18, 2021 QUICK DEV TIP #09 UE4 - BLUEPRINTS - COPY COLLISION
- Jan 12, 2021 QUICK DEV TIP #08 UE4 - MULTI-LINE TEXT!
- Jan 5, 2021 Quick Dev Tip #07 UE4 - Coloured Folders!
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2020
11
- Dec 28, 2020 Quick Dev Tip #06 UE4 - Connection Lines
- Dec 28, 2020 Survive Another Night Postmortem
- Dec 21, 2020 Quick Dev Tip #05 UE4 - Quick Align Nodes
- Dec 16, 2020 Quick Dev Tip #4 UE4 - Reroute Nodes
- Dec 13, 2020 Quick Dev Tip #3 UE4 - Blueprints Quick Variables
- Dec 13, 2020 My 2020 Epic MegaJam Entry
- Nov 30, 2020 Quick Dev Tip #2 UE4 - Blueprints - Pin Splitting
- Nov 24, 2020 New Quick Dev Tips Series
- May 7, 2020 "Marauder" Our New Game
- Apr 12, 2020 Bringing Images To Life
- Apr 11, 2020 VR Fun
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2019
1
- May 26, 2019 Art'ing
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2018
2
- Sep 3, 2018 Playing around making a loading icon
- Aug 12, 2018 Showreel of my animations from "The Black Death"
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2017
8
- Nov 4, 2017 RAGE trailer
- Nov 4, 2017 Made a Trailer for 'Indie Dev Story'
- Oct 25, 2017 Indie Dev Story Patch Notes V1.1 & V1.2
- Sep 22, 2017 The Black Death has been shortlisted for an Award!
- Aug 5, 2017 Rage Postmortem
- Aug 5, 2017 Finished my next game! "Rage"
- Jun 29, 2017 Busy, Busy and The Black Death Progress
- Feb 19, 2017 Gifs of the little games I have made so far!
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2016
14
- Dec 10, 2016 Indie Dev Story Postmortem
- Dec 4, 2016 Finished 'Indie Dev Story'
- Dec 2, 2016 CBgameDev Logo
- Nov 12, 2016 TBD Hit 80% Woop! & Nottingham Gamecity Festival Talk!
- Oct 8, 2016 The Black Death at EGX 2016!
- Aug 23, 2016 The Black Death at Gamescom, Germany 2016
- Jun 9, 2016 Finished my next mini game
- May 27, 2016 More pixel playing around
- May 18, 2016 The Black Death at Rezzed
- Apr 2, 2016 Boxes animating
- Apr 2, 2016 Recording Lets Play For the Black Death
- Mar 27, 2016 Playing around with pixel art
- Mar 17, 2016 Made a Launcher for my game Jam Games
- Mar 17, 2016 My First Pixel Animation