

The Thomas Brush Show
Thomas Brush
Welcome to The Thomas Brush Show, where we talk to indie game developers who make a living creating indie games, full time! I will also sometimes talk to other creatives, like film-makers, YouTubers, and artists.
Episodes
Mentioned books

11 snips
Mar 27, 2026 • 1h 6min
He Knew Nothing About Making Games... Then Sold 67,000 Copies (w/ Sebastian Drews) — Ep 64
Sebastian Drews, indie developer behind metroidvania Constance, shares his story from beginner to selling 67,000 copies. He talks marketing risks like leveraging Silksong comparisons, design choices for bosses and pacing, lessons from demos and QA limits, and a deep Unity walkthrough of their map, parallax tricks, and level tools.

Mar 26, 2026 • 1h 1min
If You Want To Make Games, Listen To THIS First (Xalavier Nelson Jr.) — Ep. 64
Xalavier Nelson Jr., indie creative director behind Strange Scaffold known for quirky hits like Space Warlord Organ Trading Simulator. He talks process, choosing the right scale, and how frequent, distinct releases build a reliable studio. Short games, consistent vision, and the DIDIT decision framework come up as practical shapes for sustainable game making.

Mar 26, 2026 • 1h 9min
How He Sold 1.6 Million Copies Of His New Game (w/ Thomas Mahler) — Ep 62
Thomas Mahler, game director and Moon Studios co-founder behind Ori, shares the wild journey of No Rest for the Wicked. He recounts a publisher buyback, a rescue via a free weekend that sparked massive sales, and the custom engines and tooling that shaped the art and level design. He also discusses balancing systems, long-term maintainability, and practical uses for AI in development.

Dec 31, 2025 • 1h 39min
How To Make Indie Games In 2026 w/ Jonathan Blow — Full Time Game Dev Podcast Ep. 061
Jonathan Blow, the mastermind behind iconic indie games like Braid and The Witness, shares insights on creating games in 2026. He discusses the challenges of marketing amid the crowded internet landscape and how pricing pressures have evolved. Blow emphasizes the importance of choosing the right platform, notably Steam, for indie success. He reveals his ambitious 10-year project, Order of the Sinking Star, describing the need for a custom programming language and engine to enhance workflow and artistic vision. His thoughts on the future of AI in game development complete this enlightening conversation.

Dec 1, 2025 • 57min
Should You Make A BIG Game or Small Game, Arguing About Friend Slop (Adam Younis)
I chat with the brilliant Adam Younis about his 8 year game project... ► 1 day left to get 50% Full Time Game Dev► Wishlist Insignia

Nov 26, 2025 • 1h 4min
How He Sold 1 Million Copies, How He Beat The Odds & Made A Cult Classic (American McGee)
I chat with the legendary American McGee, the creator of the Alice franchise. ► Get 50% Full Time Game Dev for Black Friday► Checkout Plushie Dreadfuls: https://plushiedreadfuls.com/

Nov 21, 2025 • 1h 28min
How To Make Games In 2026, 6 Years On 1 Game, Debating "Friend Slop" (Edmund McMillen & TylerGlaiel)
Is working for years on a single project worth it? I actually just asked this question to Edmund McMillen and his dev partner Tyler Glaiel (who have spent 6 years on a cat-breading game) and their answer was... well.► Get 50% Full Time Game Dev for Black Friday► Wishlist Mewgenics

Nov 20, 2025 • 1h 15min
2026 Is The BEST Year To Make Indie Games (Chris Zukowski) | Ep. #057
Chris Zukowski, an indie game marketing master, and I talk about why small games matter, why friend slop is a good thing, and so much more.► Get 50% Full Time Game Dev for Black Friday► Read Chris's article

Nov 17, 2025 • 2h 17min
Jason Smith: How He Sold 100,000 Copies Of His Game (w/ Overwhelmingly Positive Reviews) | Ep. #056
I chat with the brilliant mind behind Cultic, a boomer shooter with a cult following.► Get 50% my game dev program for Black Friday!► Play Cultic Chapter 2

7 snips
Oct 24, 2025 • 31min
The Truth About Negative Reviews On Steam
The discussion dives into what qualifies as a 'bad' game on Steam, exploring mismatched expectations through examples like Mighty No.9. Insights from veteran developers highlight how misleading marketing can lead to disappointment. Pricing plays a crucial role, impacting perceived value and player satisfaction. Thomas emphasizes the need for honest marketing and setting truthful expectations to prevent negative reviews. He also addresses how production quality and teaching mechanics can significantly influence player experience and feedback.


