Looking forward to the Next Year with 2026. Reflecting on the year of content creation and the next steps for CG BOSS

In this video I talk and discuss 2026 for CG BOSS and What I feel would be the next steps for Game Dev and Some thoughts about Valve Steam Machines for Indies.

Videos Used in Screen share: Dragon Hound, Scalebound

AI Summary from YouTube

The video discusses the speaker’s plans for CG Boss in 2026, primarily shifting focus to being a game studio first rather than a content creation platform (0:21). The main goal is to publish a game (0:35).

Key points covered in the video include:

  • Content Creation Strategy (0:40-2:47): The speaker experimented with Substack (0:57) and revitalized his blog (1:51) to document work and own content on his domain. He emphasizes the importance of having different “verticals” like YouTube, Substack, Twitter, and Instagram that ideally point back to one’s website (2:06).
  • YouTube’s Role in Gaming (2:51-4:29): YouTube is seen as the mainstay platform for gaming content due to its visual nature, suitable for trailers and developer updates (3:05). The speaker aims to make YouTube content creation sustainable without it being resource-heavy, as his primary goal is to build and ship games on Steam (4:03-4:29).
  • Game Development Learnings (4:30-6:10): The speaker shares lessons from past “false starts,” including the long development time for games due to multi-disciplinary aspects like art, code, sound, and marketing (4:42-4:57). A key takeaway is to cut games in half and make them smaller and simpler to gain experience quicker (5:43-6:10).
  • Focus on Steam and Valve’s Ecosystem (6:21-10:27): The speaker intends to focus more on Steam in 2026, particularly in light of Valve’s Steam Machines (6:23-6:38). He highlights how the Steam ecosystem, including the Steam Deck, Steam Machine, and VR, could benefit indie developers by allowing them to distribute software across different platforms with less porting effort (7:29-7:55). He believes Steam offers a focused gaming audience compared to the fragmented mobile market (10:03-10:10).

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