We go behind scenes with the history of Jettelly and what we aim for with our brand!
We started creating books for two main reasons: to support game development authors and to create high-quality content for the community.
Jettelly (Jet Telly System SpA) was originally founded in 2018 in Chile and later re-established in Canada in 2024 as Jettelly Inc. In the early days, together with Pablo, we focused on game development and technical services for video games. During that time, we worked on several projects, including a game called NomNoms, which we later published with HyperBeard.
Originally, the game was called Octoob, but we eventually changed the name to NomNoms for marketing reasons. So how did we go from developing games and offering technical services to publishing books?
It started with a problem.
While creating games was exciting, every time we wanted to publish on mobile, we had to rely on publishers. In many cases, these publishers would take up to 70% of the revenue while contributing very little beyond distribution and minimal marketing. Over time, this became frustrating.
So in 2020, we asked ourselves a simple question: what if we create something directly for the community instead?
At first, we didn’t have a clear answer. But eventually, the idea of a shader course came up. That year, we created a six-hour course titled Mastering Shader Development in Unity, entirely in Spanish. We published it on Udemy and later started a YouTube channel called Jettelly, which we are now actively working to revive.
While creating content for YouTube, one day a subscriber asked a simple question: “Why don’t you put all of this into a book?”
That question changed everything.
That’s how
The Unity Shaders Bible was born. Initially, it was a direct translation and expansion of the course we had already created.
The project officially started in January 2021 and was completed in March 2022 (one year and two months later). It was my first time writing a book of that scale, with nearly 400 pages focused on shader development.
To be honest, I never felt 100% confident about it. There were many topics we had to research deeply, and the book wasn’t perfect. It had inconsistencies. But something unexpected happened. The book generated thousands of sales, and the feedback from readers was overwhelmingly positive.
During the writing process, the book gained enough traction that several publishers reached out to me. That’s when I discovered how traditional publishing often works, and it wasn’t encouraging.
In one meeting, a publisher told me:
At that time, the book had already generated more than $70K in less than a year. On top of that, their contract required me to give up ownership of the intellectual property. That was an easy decision: I declined.
After that experience, Pablo and I started thinking differently.
What if Jettelly could evolve, not as a game development studio, but as a publishing platform built for developers? What if we could help authors create and publish their work while allowing them to keep their IP?
That idea became the foundation of Jettelly as it exists today.
Over the years, we’ve grown from a small internal project to a collaborative network of creators. Today, we work with 12 authors from around the world, and our goal is to expand to at least 30. If you’re an author interested in working with us,
feel free to reach out.
So, what is the philosophy of Jettelly?
We are a small studio that believes in doing things differently, and doing them right.
- We believe that authors should own their work.
- We believe that knowledge should be practical, not just theoretical.
- We believe that learning should be structured, clear, and immediately useful.
Most importantly, we believe that technical education in the game industry deserves better.
Traditional publishing models often prioritize volume over quality and control over creators. We take the opposite approach.
- Authors keep their intellectual property.
- Revenue sharing is transparent and fair.
- Content is continuously updated instead of becoming obsolete.
- Feedback from the community directly shapes each book.
This is why many of our books are released in iterations. Readers don’t just consume content; they participate in its improvement.
By the way, here’s a small detail: the name Jettelly comes from “Rush Jet” and “Fire Telly.” I’ve been a Mega Man fan for years.