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2024 Year in Review

Hello Patrons!

So, this is usually the post where I deconstruct the last year of Game Maker's Toolkit. I look at the YouTube stats, talk about how each video performed, and figure out about plans for the next year.

And I'll do some of that in this post - but it won't be like a normal post-mortem. Because 2024 wasn't like any other year. 2024 was the year where everything changed.

So in November, I finally released my cute puzzle platformer, Mind Over Magnet, on Steam.

And now, more than a month after the game was released, I've come to realise that this was actually the biggest event in GMTK's history, because it changed everything about what I do here - and it did so in a number of ways that I absolutely did not expect.

So, I'm going to break down the ways that releasing my first game have changed my life.

New experience

There’s always been a little voice in the back of my head that says, “Why are you making videos about game design? You’ve never even made a game.” Sometimes, that voice is echoed by YouTube commenters.

Basically, there’s a fear that GMTK lacks credibility because I’m not an actual game developer.

Now, I’ve never really paid it much heed, mainly because I’ve always seen what I do as journalism. I am reporting on how other people have made video games. I’m not telling you how to make platformer levels - I’m just showing you how Nintendo makes platformer levels. Plus, I very often interview real game developers and designers to make sure my stuff is accurate and useful.

So, I never really felt the need to make a game. I didn’t feel like I needed to prove anything.

And in retrospect, I don’t think releasing Mind Over Magnet has actually done all that much for improving my credibility or integrity. I’ve gone from “a guy who has never made a game” to “a guy who has only made one, small, mediocre game.” Not much of a step up!

But what I didn’t anticipate is that making my own game would provide an enormous wealth of experience, which will help inform all future videos and video ideas.

For instance, the video about how Valve conducted playtesting on Portal was a direct influence of making a game and seeing just how important playtesting is. And in the future, I’ll tackle topics like prototyping, production, and scope - things that I would never have thought to discuss without this direct experience.

Oh, and I guess it probably was a factor when changing the game jam from 48 to 96 hours. I know how hard it is to make a game now!

So, making a game didn’t suddenly make me an expert on game design. It barely changed my credibility at all. And it won’t convince my YouTube trolls that I know what I’m talking about. But I’ve learned so much about making games, and that will inform everything I do with GMTK.

A new revenue stream

Making Mind Over Magnet has taken a toll on the performance of the YouTube channel and this Patreon page. It has impacted my ability to make videos every year since I started "Developing" in 2021, but 2024 was the worst yet.

In 2024, I made my fewest videos ever in a single year: just 13. Overall views, for new and legacy videos, only hit 18 million - the lowest since 2017.  And I gained just over 90,000 subscribers, which is a little more than half of last year’s subscriber increase.

Thankfully, the revenue was about the same. I’ve added more adverts to YouTube, and I now feel more comfortable doing this as there are multiple options for people to watch videos without ads. Those options are YouTube Premium, Nebula, and the $5 tier on Patreon. This way, I can make the same revenue from fewer videos.

But Patreon - which is my main source of revenue - has taken a bit of a hit. Totally understandable: fewer GMTK videos meant fewer opportunities to recruit new backers. Many of my existing backers felt I wasn’t delivering the type of content they signed up for. So, Patreon income has dropped for the second year in a row, bringing my total video-based revenue down.

All in all, then, it was a pretty disastrous year for the channel. Fewer videos, fewer views, fewer subscribers, and less money.

But then Mind Over Magnet launched on Steam, and it did pretty dang well. In the first month of the game’s launch, it made about twice as much money as I make from YouTube, and more than half of the revenue I get from Patreon.

I had always hoped that when I finally released the game, it would at least make enough money to cover the shortfall I had incurred on Patreon while making the game. I didn’t expect it to hugely increase my income—or to create a whole new revenue stream I can rely on in the future.

(Just a note that I don’t include other revenue streams like Itch, Teespring, Substack, Nebula, Spotify, or consulting and speaking fees, as they are all very small in comparison to these main three.)

And while Mind Over Magnet obviously won’t have another week like its launch week, I will still see additional income through Steam sales, events, and bundles. Plus, maybe there will be more games…

A new position

Okay, this is kind of a weird one, so I’ll work out my exact feelings as I type these words.

When Mind Over Magnet was getting close to launch, I suddenly got an influx of emails from people who wanted to talk about the game on their website or YouTube channel. In the end, I sent out more than 100 free Steam keys.

But in doing so, I realised something.

When I made GMTK, I was someone who made content about stuff that other people had made. I was analysing, critiquing, deconstructing, and explaining the work of others.

But in this instant, I switched positions. Suddenly, people were making content about the stuff I was making. I was no longer just a critic or a reporter. I wasn’t looking up anymore - people were looking up at me.

Now, I want to make sure this isn’t coming across as dismissive of critics, video essayists, or anyone like that. That is definitely, 100% not how I feel.

This type of content is difficult to make. It requires skill, care, and knowledge, and it can be a piece of art in and of itself. Someone’s review of a game can be moving and emotional. Someone’s essay on a game can help you understand its importance. Someone’s nerdy, graph-filled video on a game’s design can help you design your own game.

But there is, ultimately, a hierarchy of sorts there. There’s a person who makes the thing. And then there’s a person who makes a thing about the thing. The second person can’t exist without the first person’s thing. Does this make sense?! I hope so. I’ve said the word “thing” a lot.

I guess what I’m trying to say is… in releasing MOM, I came to realise that I have some hang-ups about my work only ever being referential to other people’s work. There was always something slightly parasitical about it. And I can’t spend my entire career just talking about the stuff other people make. I want to make things too!

And I didn’t even know I had these feelings.

Now, this doesn’t mean I’m quitting making videos about other people’s games! I don’t think GMTK would survive if it was purely about magnets. And besides, I still love making those videos. I still love deconstructing games, talking about design, and so on.

But it simply can’t be everything I do. I’ve stepped into a whole new universe - and now I can never go back.

A new job title

For most people, their job title is decided by their boss. It’s on their business card or email signature. But when you’re self-employed, you actually just have to make it up for yourself.

Now when I fill out government forms and such, I just put company director, as that’s the most accurate in a legal sense. But when I introduce myself to new people - perhaps at a party or to a new hairdresser - I can say whatever I want.

For the last five or so years, I have always said, "I’m a YouTuber". Which, as it turns out, is a pretty crowd-pleasing answer! Everyone has heard of YouTube. Almost everyone watches YouTube. And people have plenty of questions about the job. Almost no one understands how you can make money doing YouTube. (I wonder if they think Google just takes all the ad money for themselves?)

But as I was finishing up Mind Over Magnet, I started to think… how might I introduce my job going forward? Should I still say "I’m a YouTuber"? Or should I start saying… "I'm a game designer"?

That might feel a little strange. I’ve only made one game. And besides, most of the human population has never heard of it. That could make for an awkward conversation!

And besides, there’s always been more to my job than just YouTube. I also run the GMTK Game Jam. I do talks and lectures. I’ve done consulting work. I made Platformer Toolkit. But in the grand scheme of things, these are offshoots from the YouTube channel. YouTube is the tree trunk, and everything else is a branch. So maybe Mind Over Magnet is just another branch?

But if we take this metaphor any further, these branches are going to get pretty heavy, and this tree might just topple over under its own weight! (In retrospect, I could have used a more timely metaphor, like hanging heavy baubles off a Christmas tree.)

Here’s the thing, though: I’ve gotten so used to thinking of YouTube as being the centre of everything I do. In some ways, as being the centre of everything I am.

But that’s actually not been super healthy. Mainly because it caused no end of anxiety and stress while making the game. Whenever I worked on Mind Over Magnet, I felt like I was “letting down” the YouTube channel, and that I needed to get back to it, pronto.

But… why? That would only be true if my job was to make videos about games—and therefore, anything else I did was a distraction, a side quest. But perhaps my job should actually be: to make interesting things in the world of games.

And so sometimes that’s a YouTube video. But sometimes that’s a live stream. Sometimes that’s a game jam. And sometimes that’s a whole dang video game! I just want to follow my interests and curiosity.

And to do that, I need to rethink this crazy tree metaphor. Maybe YouTube isn’t the trunk - maybe it’s actually just another branch on the tree. Maybe the whole thing is not a tree at all. Perhaps, to use an actual Christmas metaphor this time, it’s a wreath: each thing as important as any other item.

Now I just need to figure out how I’ll describe my job when meeting new people. Drawing a diagram seems a bit excessive.

A new passion

When I finished Mind Over Magnet, I genuinely believed that I might never make another game. The process was so hard, so all-consuming, and so lengthy that I felt MOM might be it.

But then we held the GMTK Game Jam for patrons, and I remembered that I had promised to make a game for it. So, I put together a quick prototype - mainly just to fulfil that obligation.

And it was… really fun to make it. And people actually really enjoyed the prototype! And so… I’ve started working on the next game.

It’s a word game with crazy modifiers and synergistic score-building strategies, inspired by Scrabble and Balatro. And now I can’t stop working on it. I can’t wait for you to play it in 2025. But I’ll talk more about it in the new year.

Conclusion

Here’s the thing: When I was coming to the end of Mind Over Magnet, I had a very distinct feeling. I just needed to finish the game, and then I could "get back to normal". I could go back to my old ways. I genuinely believed that once the game was done, I would put game design away and go back to just being a YouTuber like I always was.

But then the game came out, and everything changed. "Normal" now seems impossible to get back to.

And, in truth, I don’t want to get back to it. I don't want to just be a YouTuber. I don't want to just make content about other people's work. I don't want to feel like I must always be making YouTube videos, and that anything else is simply a distraction.

I want to follow my passion, my curiosity, and my intrigue. And I want to share the experience with all of you. I don't want to define my career by a specific type of content. Or, even worse, a specific website. I want to define it by a motto: to make interesting things in the world of games, and share them with the world. I am not just a YouTuber. I'm a YouTuber and a game designer and a consultant and a lecturer and a game jam host and anything else I want to be.

The first 10 years of GMTK have been incredible. I’ve enjoyed almost every day of my work, and I’m so proud of what I’ve done. But the next 10 years will be different. I just don’t know how, exactly - I’ve literally just figured out a lot of this stuff while writing these words.

So, 2025 will be a year of soul-searching and exploration. I’m not setting myself any goals - I just want to figure things out and decide who I am.

2024 was the year that changed everything. Let’s see where that goes.

2024 Year in Review 2024 Year in Review

Comments

Making something is a life changer, eh? To be fair, YouTube IS making something, I have no idea how to edit a video so to me what you do is magic, you just got out of your comfort zone and wore different glasses, ending up enjoying the world in a new color, but it is still the same world =) Anyway, welcome in the big family of game developers and "do something-ers" in general, hope you will like your stay.

Vacui

Haha, I don't think I'll be making any more plush toys :P

Game Maker's Toolkit

Awesome, congrats!

Game Maker's Toolkit

Thanks Jonathan - I hadn't thought about my role as a teacher in this, but it's something to consider. I see so much value in teaching and passing on knowledge. But as you say - sometimes you want to be creative yourself, also :D

Game Maker's Toolkit

Hey Mark - one thing in your post above spurred me to remember something I heard once. You said, "There’s a person who makes the thing. And then there’s a person who makes a thing about the thing. The second person can’t exist without the first person’s thing." Jakob Nielsen did some research a couple decades ago about Internet contribution inequality, basically finding that 90% of users were consumers, 9% were contributors, and 1% were heavy contributors. You've now stepped from the 9% group (contributors), which you felt comfortable in, to the 1% group (creators), so it makes perfect sense that it feels odd. As far as self-granted titles go - I say go with Nintendo's lead, something like, "Creative Fellow" or similar, lol

Matthew Wilmsmeyer

This was wonderful to read first thing on New Year's Eve! I really admire you for putting your journey and your thoughts out there. "Focus on making things" is one of my goals for myself for next year, and watching you start, sustain, and complete Mind Over Magnet has been very inspiring (and I'm sure I'm far from the only person in these comments who feels that way)! You do you, and we're all very excited to see what happens next.

Cute_Fuzzy

Looking forward to the capital G plush releasing on Makeship next year ❤️

MatureBradley

I've always been inspired by your thoughtfulness and your insights here have yet again prompted some personal thoughts for me as well. It's awesome to see how you navigate these new experiences and the emotions attached to them - while also sharing with us as well. Thank you so much for all that you do, really looking forward to the new game and 2025 in general with you!

jt

Very inspiring thoughts! Thank you for what you do.

Michel Schneider

Yeah, might have been a bit too harsh. Sorry, Mark. You will rock it.

Stefan Schröder

Fair enough, I can appreciate it would be frustrating if you signed up for a certain kind of content and don't get much of it any more. I suppose I didn't agree with the wording of "finding yourself or whatever." As you say, I think personal development is a good thing, and I'm just trusting that whatever output comes of it will still be interesting to me.

Riccardo Margiotta

When I first got into GMTK, despite the fact it's often clearly pitched to makers of games, as just someone who plays and enjoys games, I found it interesting to think what makes a good one. I'd never really considered game design until your developing series, and seeing how quickly you got results, and with the help of your Unity tutorial (then watching many many others) I made a few games myself! I don't expect it to become anything more than a hobby, but it was really rewarding and helped me better understand the role of technical people who work in my team troubleshooting code. I would never have given it a go if not for Developing, so thanks!

Zachary Decent

Hi Mark, high school game design teacher here! First off, I'm sorry to hear that in some ways developing changed your channel to what viewers didn't want to see. I certainly do not feel that way, as I have used your video content for my class, but now developing is even closer to a great resource for my students. That being said, I know how you feel about wanting to keep at it and i applaud you for taking that risk. Something I have learned as a teacher is that we maneuver from being the creative types to suddenly just giving our creativity away for others to run with. There are times where I want that creativity back to use for myself, so finding creative outlets is always important! It's really not so different for you right now. Do what's important to yourself and the right people will find you. Otherwise, the pandering for the soul purpose of revenue will burn you out fast, as I've seen it happen to other teachers.

Jonathan Fleming

During 2024 I was hoping that after MoM Mark would return to "business as usual". Which is exactly what he does not want to do, as he expressed understandably. So be it, personal development and growth is a good thing. Then I realized I couldn't get off the hook that easily, because my annual subscription just got renewed until Nov 2025, lol.

Stefan Schröder

You're very inspiring Mark. Ita been such a journey to watch MOM grow and change as well as you're perspective on creativity and drive. I've been struggling a long time to figure out the balance of creativity and it's always a wonderful experience to see how others interact with that question.

David Birkam

Glad to hear how the year went. I thought Developing was an absolutely fascinating series. As a viewer it’s easy to see tons of videos about games from people who are developers and start wandering how much of it is real and how much is just what people who are game designers think. Developing really showed the guts, and since you are a great video creator you could present that information in a really digestible format. I would love to see more videos along the lines of developing, more internal looks at game design. Also the new game sounds really cool

Anthony Brown

What an insightful read! I suppose I did notice fewer videos since MOM began development, but I must say I didn't mind it. Developing is my favourite series you've produced, and I've been subbed to the YouTube channel since 2017. I look forward to seeing what 2025 has in store for you, and what you make of it!

Joseph Coffa

Mark, thanks for everything you had already done, I am your big fan and you inspire me. As long as you follow your passion and honest with yourself — it’s remarkable and noticeable, people feel it and will follow you again. Do not stick to stigmas and people’s opinions, they don’t know what you go through and how it feels to be you. So, I wish you all the best and I am just looking forward to seeing what comes next from you: a game or an article, or just a reflection on your life!

Andrii Kosinskyi

I find it so odd that you could read that entire piece, and have that be your reaction. Of course I think it's perfectly valid to leave the Patreon if you're not getting what you want out of it (although to be fair, Mark is still making those kinds of videos, just not as often), but what a strange way to do it.

Riccardo Margiotta

Brilliant! So happy you’ve decided to continue pursuing game development! Seems like you’ve come to a great conclusion about how you want to spread your focus, hope it all works out, looking forward to everything in 2025 :)

Nick Westwood

sick 🤙🏻

Jacob Mills

Such an insightful reading, as always, thank you! Super excited about the new game – following MOM development was extremely interesting, but the 2d puzzle platforming is not something I'd ever play myself without a special reason, but a game with words inspired by Balatro and Scrabble... I think you'll tap into a whole new audience here!

Artem Gordin

It's a fair point - though I imagine from MJ's perspective, it's not actually that fun to be the best at something. It's great to climb there, to learn, to improve - but just being the best gets boring. It's fun to try new things, even if you suck at it! I can understand why he wanted to try a different sport, in the same way I want to try making games, even if I'm not that good at it!

Game Maker's Toolkit

Ah, I missed that change, and rewards from higher than my tier don't seem to give notifications. Changed to the new tier now.👍

Willhart

Didn't stop, just moved to the $3 tier :D

Game Maker's Toolkit

So I get the feeling of 'making things' vs 'making things about making things' and the feeling you'd rather be the primary creator than a derivative one. I feel the same way sometimes in my job as a manager of engineers - I miss being an engineer myself and being able to say I make stuff. But I'd like to take your wreath analogy and offer another one - that of Michael Jordan moving to baseball. You are, quite possibly, one of - if not the - best in the world in the field of video game analysis and deconstruction. But you are (and I say this with the utmost respect) merely average in the field of making video games. It's a different skillset, it has it's own learning curve, and a different playing field of competition. I would just point out that imposter syndrome for what it is - it's absolutely OK to make content about games, and to recognise and celebrate what you're most skilled at. I often advise my engineers to stick to engineering and not be tempted by the 'prestige' of management, and I often need to remind myself that I can provide more value now than I did as an engineer even if I'm not a 'maker'. If this is really what you want to do and what motivates you, then I applaud that, and I wish you the best of success - as long as it's truly motivating and enjoyable and not just chasing the label of 'maker'. Maybe you will learn the skills you need, climb that learning curve, and do extremely well. Or maybe you'll be like Michael Jordan playing baseball.

Stochastication (Nate)

Main reason I started following on Patreon was the monthly "Reading List". I'm still here, but I wonder if stopping that had any effect on the Patreon following?

Willhart

I know that Mind over Magnet will remain the thing you are most proud of for quite a while now, but I think you underestimate how good Platformer Toolkit was! It gave everyone a really hands-on idea of how to adjust the movement for a platformer. Maybe you can bore into that a little bit more, which would scratch that itch of making a new game (sort of), and all the while also teaching the world something about games. Either way, keep at it, Mark! Even if the quantity of the videos dropped, the quality sure hasn't, and I'll always keep coming back for quality.

Amaunator20

"Many of my existing backers felt I wasn’t delivering the type of content they signed up for." Couldn't agree more. So long, and thanks for all the fish. It was fun while it lasted. And good luck in finding yourself or whatever. Most people in the world don't have that luxury.

Stefan Schröder

Thanks for your reflection, Mark! I'm now a little bit jealous that I haven't participated in patron game jam😅

Alexandr Vakhitov


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