Had some conversations earlier with friends about being successful in the Software & Game Development VTuber streaming space. This conversation has a similar topic to the notes I took last year (20250623063816). It's been a few hours since these conversations, but I want to write down what I remember.
- The experience of AkaScarlett (20260725190051) doesn't
really map to our experience in the Software &
Game Development space.
- There are not really very many established marketing departments that we can interact with on social media to do collabs or gain clout with.
- We don't think being in an issue tracker or in the replies of every Godot social media post is going to really pull in an audience.
- The software & game development community is
a really niche space. There's not really enough
audience on Twitch itself to keep growing past a
certain point. It seems like you'll need to pull in
more viewership from elsewhere.
- This could be done by making videos on YouTube that are not just recaps of streams, for example, though it remains to be seen if this will actually succeed.
- Doing a supercut (editing a stream or multiple streams into a shorter video that highlights all of the good moments) doesn't seem to perform very well, maybe for the reason that it's hard to retroactively edit the video to tell a compelling story.
- Short-form content sucks, because it doesn't appear to draw new people in and we don't enjoy consuming or producing it.
- All of the streamers in the Software & Game Development space are mostly in the same boat right now. If one of us becomes more popular, we all benefit from that. "A rising tide lifts all boats."
- There seems to be two different kinds of
Software & Game Development streams right now.
There's "How to be successful in your career" and
"Enjoying making cool software and games", the
latter of which I occupy.
- We should focus on making outreach that sells the message of "enjoying making cool things", because someone who enjoys that (either directly or vicariously) is the kind of person who would enjoy our content.
- Greencircle is not a centralized group with a dedicated community space, on purpose. The intention is to prevent the creation of an in-group, and keep the boundary of it ambiguous enough that it can be open to everyone to associate with.
- If you try to look up top VTuber software and game development streamers on Twitch, it's all Greencircle members for the most part. For us to grow, we need to gather an audience from outside Twitch.
- Our target audience is more likely to be reluctant to watch Twitch, because they probably care a lot about FOSS, don't want to support big companies like Amazon, and/or don't already spend time on Twitch.
- Everyone tends to focus too much on metrics. Its
too easy to look at a number and think you are doing
better or worse than before because the number is
different one day compared to another. At the same
time, it's a metric that can be used to track
progress.
- Having a metric can be useful. I want to be partner, which requires a certain number of viewers. More important than that, I want to have more Steam reviews on my next game, regardless of if they are positive or negative.
- I should take some time to consider what metrics matter to me, but I should also take care to not become obsessive with tracking it.
- Having less than 1,000 viewers rounds down to zero. The exact number of viewers you have doesn't really matter until you start making a living from it. Anything belore that is about the same.
- Having the partner status on Twitch, similarly, doesn't really mean much. It does confer a few benefits, but you are not in a substantially better position than an affiliate.
- Everyone is potentially one lucky moment or one strategic plan away from being successful. The problem is figuring out what works.