Shipping News
The latest Shipping coverage curated for game developers.
Tim Ruswick is kicking off a game-making push with a blunt, high-energy call to action: build games and make your mark. The message is light on specifics, but the intent …
Spending years on a first game can quietly turn into a trap: scope grows, skills improve, and the project never reaches players. The practical warning here is simple—finish something smaller, …
Shipping is a discipline, not a cleanup phase. The practical move is to define a shippable scope, lock it, and accept the tradeoffs that come with actually finishing. For producers, …
A long Godot learning journey still hasn’t turned into a finished game, underscoring a familiar trap for solo developers: engine fluency is not the same as shipping. The real bottlenecks …
For solo devs and indies, the next course is rarely the fix. The real bottleneck is usually execution: building, finishing, getting feedback, and shipping. If you already know the basics, …
The practical takeaway is blunt: 1,000 hours of tutorials still won’t teach you how to finish a game. Tim Ruswick is pushing a ship-first approach, arguing that beginners need a …