/r/gamedev
The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry.
/r/gamedev
I am working on a new personal project in UE5 and would love feedback on it as I am still polishing.
https://www.artstation.com/artwork/bgrQxG
It’s been a blast working on it and I would love more feedback!
Sometimes my mind gets fried and can't really think of designs for 3D models. Does anyone use AI to help them get a picture of what they might want to make?
If so which one!
Good day po, I am a 2nd ye Civil Engineering student na gusto san magshit ng course san po pwede magtake ng Graphic design degree? Yung di masyado malaki ang gasto po? I am planning of dropping out my current course to get a job or di kaya magshift po
Hey guys i'm making a game with some friends. Right now our combat feels a little choppy and uninteresting. We have implemented some basic AI, but it still just feels bland. The enemies shown are supposed to be the most basic enemy, so they don't do anything except a basic swing attack, but we still feel like their movement or attack patterns could be improved or any ways to make combat smoother in general. Any ideas???
here's a video of some combat: https://vimeo.com/1039529037
Is it a general requirement to know graphics apis/complex maths to work at an AAA studio? I am under the impression that there will be an already established engine where I will only need to do game programming.
However, I often hear that a lot of big games have their own custom engines made. Do the game progammers also work on this? Or are the roles separate to graphic programmers only?
Am I getting too old for gamedev?
I do have some history in gamedev. Way back in the 1900's, in 1994 to be exact, my colleague and I created an online browser-based game set in Ancient Rome just as the first web browsers such as Mosaic came out. As a graphic adventure, it was published with Time-Warner online and called SPQR. Not long afterwards, we landed a $1.2 million contract to develop a CD ROM version of the game with GT Interactive (SPQR: The Empire's Darkest Hour). It did well, but didn't break any records.
We eventually morphed into an early social media company that was too early and crashed with the other dotcoms in 2001. After getting a midlife PhD in medieval architectural history and developing a parametric modeling tool for the Unity game engine called Archimatix. I am embarking once again on game development.
Am I in good company as a 60-something solo developer? Or is it time to make my way to the Grey Havens?
TLDR: I have no idea what I’m doing. Should I spend pay people to help me?
I want to build a game. I have the “vision” for it outlined in great detail. By this I mean simply that I have the general way in which I would like things to operate in mind; the order of things, how things relate to each other; the idea of game mechanics, etc.
I write “idea” and “vision” because I have this all planned at a strictly theoretical level. I have never programmed anything, have very limited knowledge of technology, and have absolutely no idea how to make any of it concrete. To explain the idea would require a lot of detail and I’m not sure the content of the game matters at the moment.
I’m not trying to make this for monetary purposes. The idea here is not to design and profit on a game. Rather, this is purely for my own enjoyment. Nonetheless, the kind of detail I’m looking to provide is exciting for me at a personal level.
I used chatgtp to assist in coding stuff, though I have no clue as to the legitimacy of the code itself. It became immediately overwhelming because I really just don’t know anything about it.
I downloaded “Unreal Engine” and messed around a bit. This is very interesting but the learning curve is very steep given my lack of familiarity with all of this.
The above said, a friend mentioned the possibility of outsourcing, as it were, some of this work through freelance programmers. He claimed that i provided a sufficiently nuanced presentation of what the game ought to look like, programmers could turn it into a functional game. I don’t make a lot of money, but I could save enough to spend a bit on this in the future.
I also thought that this might be helpful in terms of having something basic to work with. Maybe, if some of it was already done I could try to work through its structure and learn to tweak this or that as opposed to starting from scratch.
I assume that many here would have suggestions as to what you think is a feasible way to proceed for someone who has a naive dream of playing their own little game.
Would it be better to hire someone to do some stuff? If so, any recommendations?
Would it be feasible to start on my own? (I work more than full time, so this would be slow and steady - maybe more rewarding?). If so, any recommendations for videos or articles that teach the very basic components of video game design?
Thank you in advance!
Does anyone have any examples of good portfolios (specifically for coding roles) that are appropriate for an entry level role?
I’m trying to get a grasp of how good a portfolio generally should be to be seriously considered for an entry level role. A portfolio example of someone who has actually gotten an offer would be ideal.
I have 3 months to make a game, and I am currently using Godot. I have a little knowledge of coding and am learning from tutorials. The last thing I learned was character movement. Let's say I'm not very good at understanding code like a pro. Can I create a simple and convincing project for my final year?
I am part of a small team of students developing a sokoban-style puzzle game. We would like to show our game to the widest possible audience. What is the best way to do this?
Hi guys so recently I’ve just created my own game and got my app published to google play but see I’m not getting any traction what so ever. What is recommended to do to get attention and installs? Im considering using google ads but was wondering if that is worth while. It’s my first time making a game but the idea of making money from games seems very difficult by the looks of it
I am planning a new gamedev project using Gamemaker, an engine I don't really know. I want to make something somewhat complex in scope with multiple interacting mechanics— combat, survival, and strategy. I have a few weeks' vacation with very little to do, and I am confident I can get something like a working Alpha together in that time.
I caught myself just jumping into the engine and starting to write code. I have the absolute bare bones movement and combat in, but I realised that I have no plan.
I've done a fair number of game projects before, including one with a friend of mine where we had a Trello board and everything. But I have never sat down by myself and written a plan for a project, and then executed that plan. If I am ever to be a professional game developer, that is going to be a necessary skill.
I'm writing to ask some of you guys, particularly the solo devs, what your creative process is like. How do you plot out a big project like this without focusing too narrowly on one thing, getting into red herrings, or otherwise screwing up? Do you like one pagers? Comprehensive game design docs? Zettelkasten systems? Implementation schedules? "Story points"?
I currently work in corporate finance and make a good living, but frankly, I’m sick of it. I took an intro to Python course my senior year of college and it was by far my favorite class I took in college (it also could’ve been the deadly amount of adderall I was on all semester though). I didn’t keep programming, but I now want to pivot to game dev from finance. Where should I start? Should I learn C++ first, or something else? Where should I start?
I rarely see games that mix magic and guns and are very good RPGs. Imagine a game that combines the best aspects of games like: Skyrim, Borderlands 2, Diablo series, Half-Life 2, PoE, maybe Dishonored series.
Sort of darkish (without all the screen pollution that plagues Borderlands games) looter-shooter with magic, tons of different builds and character progression. That's obviously a very general idea, but it boggles me that no company ever made this type of game.
This is tomb raider 1, its from 1996. So its just for reference:
And this is wolfenstein:
https://www.gamespot.com/a/uploads/original/1536/15366587/2863875-wolf%20nocturnal.png
There is no question to me that wolfenstein looks better and aged much better than tomb raider 1.
There are many examples of this.
In the decade of 2000's, we saw many games went from sprite based 2d, to 3d only to fail.
Some examples:
Lords 2, a gem of a game was a beautiful, functional grand strategy + real time battles:
To Lords 3, a broken 3D attempt, that basically crashed the company.
Caesar 3, a beautiful isometric city building game, succeeded by Caesar 4, a dull weird game that nobody cared about.
Sid Meiers Colonization 1994 , though its successor Civ4Colonization is great and very well done, some will still prefer to play the classic just because of the graphics, there is a reason for that.
Red Alert 2 > Red Alert 3.
AoE2 > AoE 3.
There are many examples like this. Even today some of these old games still look cool, whereas the 3D attempts from the 2000's aged like milk.
Grannys great fall.
A survival with limited crafting.
You are granny and take a fall in the beginning of the game. You have 6 days to survive before you are checked on. You are motion limited. You can pass out in the middle of the game leading you into memories. Each time you go through memories you get closer to death. And your memories leading you into acceptance of your death. The goal is to survive the 6 days by crafting a cane or walker. Eventually getting to your phone or life alert. Have to fend off rats, battle hunger, pain, and the cold. You can knit a sweater if you get all the ingredients. You can unlock secret memories to help give you more will to live and provide more energy. You'll have to fix a stairlift. Now.. I realize this is dark and sort of insensitive to people who have had their grannys taken by the great fall.. but this could also be a reminder to those who still have grannys to check on them a little more often. Am I cooked?
I made a character that can climb walls and ceilings. The only camera angle that worked well had to follow the character's rotation, however I had someone else play this and they hated how the camera rotated. They suggested I keep the camera aligned with "world up". I tried this, but the problem in that you cannot maintain controls because there is no reference point https://imgur.com/a/6L2XcsD
I've been looking at building a basic we-go game but there doesn't appear to be any examples or tutorials with this style of gameplay represented. Does anyone know of any?
Hi everyone,
I’ve been building my portfolio as an Environment Artist and have a decent collection of realistic environments so far. However, I haven’t ventured into stylized environments yet.
Since my ultimate goal is to land a job in Game Art (once the industry picks up), I’m wondering if I should stick to my strengths in realism or start diversifying by experimenting with stylized work.
I plan to dedicate the next month to creating a new environment and could really use some guidance. What do you think would be more beneficial for someone in my position; doubling down on realistic environments or broadening my skill set to include stylized art?
Thanks in advance for any advice!
Hello, what tutorial would you recommend for someone on a winter holiday who wants to create a simple game for the Quest 3, just for fun?
How does making the story and lore work inside of the gaming industry. What requirements would one have to meet for jobs in those areas. Do they typically have dedicated positions in the company or do they look towards freelancing
Since I found nowhere to post this, and it's also a thing I want for a racing game I'm working on, I decided to post it here.
Whenever I want to model a building, no matter how hard I try, it doesn't have that realistic look. Not like it lacks detail or something, but that it looks too artificial. it looks bland. it doesn't have that realistic look. I can't unfortunately upload images but I hope you get the idea.
Currently we are looking publisher for our 2d pixel art tower defence game. Most of the publishers are published only hyper or hybrid casual games before. I did some research but when i look the game that they are published its still hybrid or hyper casual :D. Do you know of any publishers that are suitable for our game and do not publish hybrid or hyper casual?
Hey everyone,
I’m currently a web developer but have been thinking about switching to indie game development. My goal isn’t to become a millionaire but to make at least $10,000 a year selling games on Steam.
I know it’s a competitive field, but I’m curious if this goal is realistic for someone starting out. How hard is it to achieve this level of revenue? What are some challenges or mistakes I should be aware of before diving in?
For context, I have a solid tech background and am willing to invest time into learning game design, development, and marketing. Any advice or personal experiences would be greatly appreciated!
Thanks in advance!
Asset Sources
https://www.reddit.com/.../pocketknives_for_game_developers/
I thought folks might find this useful, and I am hoping to hear from anyone who knows of any other good resources I haven't noted. Here's my running list so far:
MUSIC
SOUNDS
MODELS
MISC
More Assets
Textures Library
Any idea why agent AI spins in Navmesh Unity? It uses root motion and is humanoid. Sometimes I have no problems with that.
Hi Folks,
I’m looking for advice to help my recently turned 11 year-old accomplish this dream he has of “making video games that make people happy”.
He codes in Minecraft, and it’s pretty in depth. I’ll hear him typing with his PlayStation controller for a long time and then he’ll show me what he’s built with switches and placement. Maybe all kids do this, but I was impressed.
What’s a good software for him to build video games in? Ideally something that has YouTube tutorials because I know he references those a lot when he’s designing something in Minecraft.
Thank you so much!
Hey guys, i want to ask how can i get help for an indie project? So far i made a bunch of sprites and have a player character that can move and shoot, but honestly i am stuck. I can't figure what to do and where to go even though i have a very clear idea of what i want to achieve. It's a 2d shooter in Unity. I am doing all by myself right now and it's so daunting. Does anyone know where should i go to get help?
Hello everyone, I am looking for a dev engine for making an RTS on world map and I am confident with python. I can try other languages if I need to (I worked with C++ and C# in the past, but I am quite rusty now), but python is my preference. Here is the list of what I need
I appreciate your suggestions. This will be my first gaming dev project and I want to enjoy it on the long run and at least I can play it. Let's say if it is not a waste of time to prototype in pygaming (not sure if it's in industry standards), and go more serious later in a different engine or language easily, I will be ok with that too.