Game / film director. Follower of Christ, husband, dad. Creator of Twisted Tower, Neversong & Pinstripe! Work with me: https://xitter.cf/t.co/D9AADVWLRH

Nearish Atlanta
Joined September 2011
After 5 years of passionate development from a tiny team, Twisted Tower is officially out now. store.steampowered.com/app/1…
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Calling all 2D artists (not AI!) One of my friends (and students) is looking for an artist for his game! He needs a digital ukiyo-e artist who can create 2D game assets (characters + board elements) for an indie game. Traditional Japanese art style, done right. Interested? DM @Fig_Tree_Games
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Tag @Fig_Tree_Games please, his DMs are apparently closed
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Everyone go follow the Twisted Tower artist @ArtCaravelli ! He's amazing, and is actually also open for some contract work! He's truly an incredible friend and artist.
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Make games that are a kaleidoscope of personality polished into a product. Gimmick games are dead.
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Thomas Brush retweeted
Hello, I'm Felipe! I'm a 3D Env Artist and Level Designer, currently at Apogee Entertainment, as well as Lead Artist & Level Designer on Twisted Tower. I'll be sharing artwork and updates on game development projects here. Open to new opportunities! felipecaravelli.com
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Everyone go follow the Twisted Tower artist @CaravelliDev ! He's amazing, and is actually also open for some contract work! He's truly an incredible friend and artist.
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Thomas Brush retweeted
Oy, Next Fest starting to look like the YouTube Playables tab...
steam next fest is really awesome as someone who's only wanted to play games that were one-shotted in claude opus 5.5
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Thomas Brush retweeted
The number of people who buy your game will be equal to the number of honest people who want to support you. PERIOD. It doesn't matter what shenanigans go on in the shadow world. AI won't make honest people not be honest anymore.
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The Parent Trap is one of the most clever, well written stories ever
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Replying to @thomasbrushdev
I've built several AI-assisted browser game prototypes, and speed alone never made them fun. The hard part is still finding a core mechanic players genuinely want to come back to.
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Thomas Brush retweeted
Replying to @thomasbrushdev
When I wrote shareware games a couple decades ago, it was estimated that the piracy rate was around 95%. (People came up with clever ways to test.) Will the future be terrible? Yes. But so was the past. Convincing honest people to pay is the eternal path.
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I don’t know why…. But for some reason I’m really not worried about AI cloning games. My instinct is telling me it’s a non issue even though it seems like it should be an issue
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Everyone and their mom can make the skeletal structure of a game now with a simple prompt. and they’ll release it and be confused why nobody is as impressed as they are. What they can’t do is flesh it out into a living, breathing being with a name and identity, a personality, and ultimately life. Be that person!
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Making games really really fast and frequently doesn't somehow solve the problem of the hoard of AI games to come to the Steam shelves. Everyone is going to try and do that. You'll just enter the rat race. That's like saying "post a lot of youtube videos all week to compete with other YouTubers". No, high quality, thoughtful, precise and surgically directed games will always win, no matter how long it took to make.
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Roblox games are not in the same category
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I realized yesterday one of the key ways to stand out in the sea of AI slop (and not slop) coming our way in 2027 is story. I know that sounds really odd. But... when I think about my games, I don't really worry about AI copying them. Or any game being able to "steal" the traffic for the game. I just don't, and I think it's because the games are so story driven, and the story can really only be told by me. It's not that the stories are "genius", it's that they are just.... Thomas's stories. Nobody else can tell them.
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Future is here. My goodness what a crazy couple weeks
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