#AcademyOfFunAndGames
"If you're an artist, you have to live courageously, and the moment you let fear into your heart, you've already lost"
— @blacktabbygames.com

#AcademyOfFunAndGames
October 24, 2026 at 4:28 PM
Getting hyped for the Indie #GameDev summit to start at the #AcademyOfFunAndGames 🤩

Gonna try to share some highlights in this thread.
October 24, 2026 at 2:23 PM
Deduction games often have limited replayability. Even if you don't remember every solution, you'll remember your favourite puzzle. But that means there's always deduction game players looking for another great deduction game to play!
Helps build Roottrees success into future.
#AcademyOfFunAndGames
October 24, 2026 at 2:54 PM
Math of narrative, play time + reading speed: to get experience of 80 000 word linear story, need ~10x as much writing to account for player agency

Forces choices of what to explore and what not: localization, voice acting

"You're paying in years of your life: make it count"

#AcademyOfFunAndGames
October 24, 2026 at 4:39 PM
Next is @insertdisc5.com on engaging with fandom:

How fans explore "everything in-between" in your game, scenes that could have happened but weren't shown, alternate takes if the themes/setting were different…

(And importantly, what if the men kissed each other on the mouth)

#AcademyOfFunAndGames
October 24, 2026 at 6:14 PM
A word from our event organizers @busgamedevs.bsky.social, Vancouver a not-for-profit connecting the gamedev community.
#AcademyOfFunAndGames
#IndieGameDevSummit
October 24, 2026 at 3:26 PM
Get question of tools they use to track narrative: "Python. It's just Python, and the folder structure"

"The game is the best guide to the game"

Diagrams can't capture all the small influences that add up to a branch: "It can show a scene, but not why the scene happened"

#AcademyOfFunAndGames
October 24, 2026 at 4:05 PM
On character death: "what fills the void left by this character?"

Noting pressure on players to wiki the optimal solution to quests to avoid missing out on content.

Focus on mixing the good and bad, rather than offering option that "optimizes the intrigue out of the story".

#AcademyOfFunAndGames
October 24, 2026 at 4:13 PM
Next up is @blacktabbygames.com talking about their interest in anthologies, branching & episodic games like Telltale's, and the community built around sharing theories between episodes

But player preferences shifted to wait-for-full-release, so they pivoted to their strengths
#AcademyOfFunAndGames
October 24, 2026 at 3:51 PM
Explored her own story for In Stars And Time through fanart, varying in tone, scenes that might not fit in the game, teasers and tidbits to build anticipation...

This sparked player interest, curiosity, theorizing (dedicated fan theory channel on Discord)

#AcademyOfFunAndGames
October 24, 2026 at 6:23 PM
Take-aways for other devs:
• What skills outside of gamedev can you apply to market your game?
• What communities are you a part of who might be interested in your game?

#AcademyOfFunAndGames
October 24, 2026 at 6:35 PM
On telemetry: mostly used for coarse data like "I hope this bit is found by 50% of players — how many actually found it? Only 1%? Okay, I'll make some changes to address that"

Uses open source Aptabase to track analytics.

#AcademyOfFunAndGames
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October 24, 2026 at 7:55 PM
First speaker is @eviltrout.com, discussing deduction games, getting started making games in his 40s from a background in web dev, applying user interface expertise to help develop Roottrees Are Dead to its expanded full release.
#AcademyOfFunAndGames
October 24, 2026 at 2:41 PM
Pros and cons of filming scenes:

Game benefits from actors bringing creative expertise to the shoot, having ideas in the moment to improve the line / performance.

But much harder to revise later vs other game assets — have to be very confident before you go to shoot.

#AcademyOfFunAndGames
October 24, 2026 at 7:40 PM
Final speaker is Daniel Mullins, discussing how he got started in games via game jamming using Unity, and how both Pony Island and Inscryption were born at jams

This helps in discovering which of the ideas you thought were neat are landing with players & generating enthusiasm
#AcademyOfFunAndGames
October 24, 2026 at 7:22 PM
"How do you manage scope creep?"

"Scope creep is the process... I don't recommend it, but..."

#AcademyOfFunAndGames
October 24, 2026 at 7:25 PM
On the importance of iteration in #GameDev and letting go of ideas and features that aren't working:
"It's okay to have feelings [about negative feedback], but you step away and you have to think, are they right? Do I trust this person?"
Trust your team!
#AcademyOfFunAndGames
October 24, 2026 at 2:51 PM
Q from audience: how do you manage a game with so many moving parts as a the team during development?

A: Spreadsheets! A big Google doc with many sheets, and Miro boards.

References blog post with more details on the development process: eviltrout.com/blog/2026-07...

#AcademyOfFunAndGames
October 24, 2026 at 3:12 PM
On playtesting: keep in mind the playtester's frame of mind is not the same as the player's

Confronted with seeming-impossible obstacle, playtester might give up and report it as a soft-lock bug; but someone who's spent money on a released game has more faith/drive to persist
#AcademyOfFunAndGames
October 24, 2026 at 7:28 PM
Encouraging fan engagement through game book club, character art, model sheets for folks drawing their own fanart, commenting appreciatively on fans' writings, opening to and answering questions from fans…

(While maintaining healthy boundaries!)

#AcademyOfFunAndGames
October 24, 2026 at 6:31 PM
A major learning was how to communicate with their artist to reach a shared understanding of the game's style and needs. Replaced key art shortly after launch, because by then, they understood that much better how to work together for a great result.
#AcademyOfFunAndGames
October 24, 2026 at 2:45 PM
Describes design goal for Pony Island 2 as making the player fall down rabbit holes of unfolding secrets: making it feel like under every rock there could be a whole world.

Also working with historians to correct false notes.

#AcademyOfFunAndGames
October 24, 2026 at 7:36 PM
Great peeks behind the scenes at the development of The Incident at Galley House

"When I put something in a game, don't worry if you don't like it — do TELL me if you don't like it — but don't worry, we'll remake it 3 or 4 times before we ship"

#AcademyOfFunAndGames
October 24, 2026 at 3:08 PM