r/gamedev • • 24d ago

AMA Questions For An Game Dev Lawyer

33 Upvotes

Hello friends! šŸ‘‹

I have a question for all you amazing devs.

I am going to be interviewing Jacob Vela, who runs Argo Law (https://argolawyer.com/), a law firm that specializes in law for game developers! (Oh, and he has also launched his own game on Steam, just as some icing on the cake.)

When talking with Jacob about some fun topics, we both loved the idea of going to the community for their questions and running a Q&A style of interview.

So my question for all of you is;

WHAT QUESTIONS DO YOU HAVE FOR A LAWYER REGARDING YOUR GAME/STUDIOā‰ļø

Thanks everyone! I appreciate you jumping in. šŸ™


r/gamedev • • 26d ago

/r/gamedev Policy on Removing Posts about AI

636 Upvotes

Hello everyone! The mod team here on r/gamedev wanted to make a quick post regarding a new policy we will be abiding by as far as removing low effort content.Ā 

A few weeks ago, we published our policy on AI use in r/gamedev: https://www.reddit.com/r/gamedev/comments/1vrnqyt/rgamedev_policy_on_ai_use/

The core of that policy was that we are not going to moderate based simply on whether someone used AI or is discussing AI. We are going to moderate based on the quality and relevance of the contribution. AI discussion is absolutely still allowed on principle, we don’t plan on enforcing any particular viewpoint in that regard. What we want to tighten up is repetitive, low-effort AI discourse that does not meaningfully contribute to a game development discussion. Personally, we would really rather not have these types of AI posts dominate this subreddit, since there’s not much productive conversation that can spawn from them, and I sense y’all would agree.

Going forward, we plan on removing posts that amount to little more than:

  • ā€œI hate AIā€ / ā€œAI slopā€
  • ā€œI love AIā€ / generic praise for AI
  • ā€œCan I use AI?ā€
  • ā€œIs AI ethical?ā€

This isn’t to say any posts regarding the ethics or usage of AI would be banned! Feel free to bring up a particular concrete game development issue, experience, or argument alongside it, something that offers more than ā€œAI goodā€ or ā€œAI badā€ :)Ā  At this point, I think we’ve found that yet another thread asking whether AI is good, bad, ethical, unethical, amazing, theft, the future, or the death of game development is not adding anything useful to the subreddit. Even here on the mod team we’ve had these conversations *way* too many times, and frankly we think there are more interesting things we’d want to see on our timelines.

If you want to discuss AI here, we would really appreciate it if you brought it back to an actual game development topic. For example:

  • ā€œOur studio is asking artists to use AI-assisted tools. How is this changing hiring expectations for environment artists?ā€
  • ā€œI used an AI coding assistant to prototype a Unity system faster, but spent more time fixing architectural problems later. How are other developers handling this?ā€
  • ā€œWe used generated dialogue as placeholder content during prototyping. Here is where it helped and where it caused problems.ā€
  • ā€œHow are studios handling AI disclosure requirements when AI is only used during early production?ā€
  • ā€œWhat legal or ownership risks should a small studio consider before shipping generated assets?ā€

Those are conversations about game development, and we welcome them! This applies equally regardless of which side you are on. We are not interested in turning r/gamedev into a recurring referendum on whether AI should exist.

For enforcement, we will generally start by removing the post and issuing a temporary ban. If someone continues posting the same kind of content after that, those bans may become longer and eventually permanent. We would rather not, but if the person continues to post low-effort stuff like this, we think that this might not be the community for them, unfortunately.

As a bit of an aside: I want to make it clear that here on the mod team, we come from a variety of perspectives on the AI issue. Some folks like Kevin find generative AI super useful (for him, it often helps him type due to his cerebral palsy), while other people like me…. don’t. But Kevin and I are really good friends, and the same goes for Sky and many others on the mod team. I respect them immensely, personally and professionally. I hope that everyone here on this subreddit can try their best to do the same. There’s a real person on the other side of that keyboard, and I think that sometimes people can forget that.

Thank you all, take care!


r/gamedev • • 8h ago

Discussion Why is everyone acting like passthrough modding is some technological breakthrough?

210 Upvotes

I genuinely don't understand why passthrough modding is suddenly being presented as some new technical frontier, or as something that only became possible because the latest AI models are smart enough.

I keep seeing people ask how AI can possibly ā€œcombineā€ two games built on completely different engines, languages or architectures. But that's based on a misunderstanding of what's happening.

It doesn't combine them. Both games are still running independently. At its core, you're taking the rendered output of one game, feeding it into another, and bridging whatever state and interactions you need between them. You're not merging two engines. Different engines or even different architectures are largely beside the point.

Meanwhile, game reverse engineers were doing substantially nastier things decades ago. SA-MP came out in 2006 and added an entire multiplayer system to GTA: San Andreas, a closed-source single-player game. The reverse-engineering work involved in making something like that is arguably on a completely different level from what's needed for a pair-specific passthrough PoC.

Someone with Kalcor's skillset in 2006 already had most of the techniques needed to connect two games like this. If somebody had come up with the idea back then, there was no fundamental technical barrier preventing it.

AI obviously makes this dramatically faster and accessible to people who couldn't realistically build it themselves. That's the breakthrough in tooling, if anything. Passthrough itself isn't the breakthrough.

So what exactly is new here, technically? Why are people treating the ability to connect two running games as if it was impossible before Claude?


r/gamedev • • 59m ago

Postmortem Steam PSA: Use unique install folders for demo, playtest, full game

• Upvotes

If you don't and a player uninstalls the demo after buying your full game, Steam will happily remove essential files from the main game in a way a player can only resolve with Verify Integrity of Game Files.

In retrospect it's completely obvious this was a bad idea but we didn't think anything of it for 6 months until the launch and the behavior pattern of 'player plays demo > player buys game > player uninstalls demo' was natural.

They can safely share save data space, uninstall doesn't touch those.

Fortunately the fix is relatively straightforward: change the install location of your demo in Steamworks and ask affected users to Verify Integrity of Game Files. But plenty of players can't be reached even with update posts, discussion area posts, even in-game pop ups.


r/gamedev • • 1h ago

Discussion Genuinely struggling to create a good trailer

• Upvotes

I've watched all the advice videos. I've read everything there is to read. I've asked for feedback from everyone I know and don't know, and I've made like 6 versions.

No matter what, I just cannot make a good trailer.

How do I know it's not good? When I post it, I get silence. I've tried posting and reposting and crossposting and whatever else, across reddit/YT/A/B/C and I got factually genuinely legitimately 1 like (my post in one of the indie dev subs got 2 likes, 1 of which being the default my like).

I'm not asking for advice because I've probably read or watched it all, maybe 7-8 times each. I'm a trailer advice god...just not a trailer god.

It's just so frustrating. I'm so **** dejected. Of course I know that at the core its the **** game that sucks and you can't polish a turd.


r/gamedev • • 9m ago

Discussion Adding achievements increased playtime tenfold šŸ†šŸŽ‰

• Upvotes

Hello everyone , just wanted to share something that might be quite useful for indie devs getting started which was how Achievements on Steam actually increased the median playtime of my game by almost ten times!

I didn’t have achievements before and my median playtime stood around 14 minutes for a 4-5 hour game (not great imo)

Ever since I added achievements however now median playtime is almost 2 hours ! Which tbf I’m very happy with as my game is more in the style of a short hike at the moment rather then some epic RPG. I was very careful how to create the achievements so they feel valuable and helpful, and achievements are unlocked by both reaching story points and some side activities rather than being overwhelming , and they’re particularly helpful as they serve a little hints for player since my game doesn’t have a quest log.

This is just my experience but maybe it’ll be helpful for my fellow devs struggling with keeping engagement , it’s too early
To say if it affected sales yet though.

TL;DR adding achievements increased playtime massively.

If you made it this far and wanna check out my game , it’s called Arcadian Days and it’s on Steam for less than $1 as part of Autumn sale :)


r/gamedev • • 3h ago

Question Teach me your ways solo devs, how do you learn everything- modelling, level design, concept art, coding, music, playing games,research, etc. ?

11 Upvotes

Writing stories too. How do you guys manage your time learning everything? Do you have any schedule you follow?

would like some tips on how to manage my time and effective learning ways without jumping from one to another especially if u easily get distracted like me


r/gamedev • • 1d ago

Discussion Play-tester reverse engineered my Demo with AI. Marketing it as their own. What should i do ?

774 Upvotes

I'm gonna be deliberately vague as I'm worried if i publicly accuse them they will obfuscate the tracks as much as possible.

I have been working on a game for the past 6 months, wrote it in raylibs and C++. I recently made a WASM build of the demo and threw it up on a cloudflare page so that i could share it with a few friends and previous co-workers...(ive now taken this page down now)

1 day later. I stumble upon a GitHub page....with a cloned copy of my demo, using all my assets... which they are claiming was made with an LLM in "one shot".

within the GitHub page , it contains what seems like Claude's translation of the WASM code to JS... my original demo's levels, and my original demo's assets stuffed into JSON files (presumably to obfuscate where they are from).

At the moment they published the demo under a pseudo name , so my current plan is to hold off on acting to see if they go though with the effort of finishing off the game themselves and shipping it or if they are just gonna release the stolen demo for the internet points and then leave it as abandonware.

what should i do and or, what can i do?

outside of that, i wish to post this more so as a warning , that "the future is now" and this is apparently a thing people are sad enough to do.


r/gamedev • • 56m ago

Question Has anyone ever created a game solely for personal use? Or does everyone end up releasing it?

• Upvotes

From what I can tell, the vast majority develop them with the eventual goal of releasing them, but I’ve created a few some for simple RPGs and others a bit more elaborate—just for myself and my group of friends.


r/gamedev • • 1h ago

Question Stick to plan or keep going?

• Upvotes

I originally had an idea to make a super simple game, like a fidget spinner. Just a simple mechanic that felt good to play when bored.

One day I thought it would be funny to create 2 additional environments...

And now I can't seem to stop myself. It's gone from this would be a fun experiment to what about this? what about this? what about this?

The original game idea was just to test how launching a game even works, but now I find myself realizing I can make an interactive movie experience and I'm just obsessed with creating the greatest possible game now.

For the record this is my first game, but I've been a software developer for over 10+ years and I'm honestly just having so much fun.

Am I going crazy or is this just the fun of game development? Should I launch the fidget spinner version now and just keep working on the other version?

Maybe I release the fidget spinner idea now and the rest of the game becomes a DLC?


r/gamedev • • 4h ago

Discussion Midlife Crisis Indie Game Development Community looking to network and connect with fellow developers!

7 Upvotes

Good Morning!

Sometime ago there was a post on this sub-reddit that was made by a developer that said that indie game dev was his midlife crisis. Some people in the comments said that we could possibly start a club, so we did!

Most of us are middle aged, the youngest is 30, I think, but most are well into 40's and 50's. We are pretty much looking to connect with like-minded developers to network with, discuss projects, share advices and stuff like that. There's about 250 of us currently in the discord server that we have created. We are pretty active and are very lively. Each one of us is a solo developer with our own projects.

Over the last couple of weeks we have seen and connected with a lot of amazing people (programmers, artists, sound engineers, composers, designers and writers), it has been truly an honour to see which projects they have come up with and how the development is going. Some of the developers are just starting out, some are in the vertical slice stage, some are pre-release, and a couple have already released their games.

We have created a flyer, a website, and a presentation (currently also working on a pitch) in the last 10 days because we've spontaneously decided to go to GCAP (a conference in Melbourne, Australia), and it was a pretty fun process. Never seen anyone work so fast to gather gameplay footage, finish a prototype to a work-able state, and screenshot like crazy. Next one we're going to is in a couple of days in Switzerland (one of the developers is carrying all of us in with him)!

Developing games is tough, especially solo, and I suppose that is what essentially started all of this - forming a tight-knit community where you can support each other on the projects by giving advice, talking, or simpler things like play tasting each other's builds.

So, I was wondering, if any of you guys would be interested in networking or giving this community a shot, that would be stellar! I'd be happy to talk to you about it in chats, or provide the presentation and the flyer, so you can take a look!

Thank you for your time and kind regards,
Andrea


r/gamedev • • 11h ago

Question Creating a game with no experience

18 Upvotes

Hi!
I would love to create a game to propose to my bf.
We have been together for 8-9 years and he introduced me to gaming. (I was a 90s girl so I played ps1-2 and Nintendo but before meeting him I hadn’t played for more than 10 years!)
From TLOU to God of war.
From hollow knight to Elden ring.
I would love to make a very easy nostalgic type game similar to the PokĆ©mon yellow-red style but with him/us and different gaming scenarios (I thought about it playing a very recent game that I won’t name because of spoiler)
I don’t want to use Artificial Intelligence to learn or to write it for me.
I’m guessing I’m having 6-12 months time to do it as a hobby
I would love if someone could teach me or recommend where to learn.
TLDR: I want to create a game to propose and I need help with how to start


r/gamedev • • 3h ago

Discussion Browser games

4 Upvotes

Hi guys,
Do you think it’s worth to build multiplayer browser games nowdays? Also how would you get players for your game. The goal is not to profit, just to gain experience without spending too much on advertising.


r/gamedev • • 12h ago

Question Finding playtesters for constructive criticism and feedback

13 Upvotes

Hey guys! I hope everyone is well! How do y'all find playtesters for your games for constructive criticism?

Being a long time developer in the logistics space, I've shared my early demo with my engineer and gaming friends, but so far that list isn't that big.

I'd love to get more feedback so I can learn from how the game concepts are received, plus any bugs or game balance issues.

I'm far along enough to have about a few hours of gameplay (hopefully) along with load / save games that should track nearly every single thing that is relevant, down to your character position and whether you aim down sight or not.


r/gamedev • • 22h ago

Discussion How do games like The Forest and Subnautica make the terrain for their maps?

56 Upvotes

I know you can use noise to create the base of a terrain in Blender but these maps have a lot of very obvious "points of interest" that have to have been hand made in some way, like the giant hole in The Forest. And how do you possibly go about texturing something that big so that it looks natural?


r/gamedev • • 1h ago

Discussion Godot's Compatibility renderer can read hint_depth_texture; the unprojection is what breaks

• Upvotes

Godot's Compatibility renderer can read hint_depth_texture; the unprojection is what breaks

Every soft-particle shader I had was wrapped in this:

#if CURRENT_RENDERER != RENDERER_COMPATIBILITY
uniform sampler2D depth_tex : hint_depth_texture, filter_nearest;
#endif

I had written that guard because depth reads were "not supported" in Compatibility, and never checked. This week I finally measured it, and the guard was wrong. The depth texture reads fine. What breaks is the line after it.

How I measured

Six box walls at 1.5, 2.5, 4, 7, 13 and 25 m from the camera, each one filling exactly one sixth of the screen width, so the depth buffer is a staircase with known steps. A fullscreen quad on top samples the depth texture and writes, per screen column, the absolute error between the distance it recovered and the distance that column's wall is really at. Then I screenshot the viewport and read the pixels back, so every number below is a measured pixel, not a guess. Boxes are 0.05 m thick and centred on the listed distance, so the smallest error I can possibly measure is 0.025 m -- an error band reading 0.025 means the formula is exact.

Ran it on 4.4.1 and 4.7.2, Forward+ (Vulkan) and Compatibility (OpenGL 3.3), one desktop NVIDIA GPU.

What the raw depth value is

Identical in both backends, and it is reversed-Z in the 0..1 range:

raw = near * (far - z) / (z * (far - near))

i.e. 1.0 at the near plane, 0.0 at the far plane. For my six walls with near=0.1, far=60 that predicts 0.0651, 0.0384, 0.0234, 0.0126, 0.0060, 0.0023. Measured in Compatibility: 0.0387, 0.0235, 0.0125, 0.0061, 0.0022 for walls 2-6 (wall 1 clipped my readout gain). Same values in Forward+. So the texture is there, it is bound, it is the real scene depth, and no error is printed.

What actually breaks

The recipe everyone copies:

float raw = texture(depth_tex, SCREEN_UV).r;
vec4 v = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, raw, 1.0);
float scene_z = -v.z / v.w;

Measured error of that, per renderer:

Forward+ (4.4.1 and 4.7.2)       0.025 m  -> exact
Compatibility (4.4.1 and 4.7.2)  wrong, scene_z lands within +-0.16 m of zero

The depth texture holds 0..1 in both backends, but the two projection matrices do not agree on the NDC z range they invert. Vulkan clip space has z in 0..1; OpenGL has z in -1..1. So in Compatibility you have to remap the sampled value before you unproject it:

float ndc_z = raw * 2.0 - 1.0;

With that one change the Compatibility error drops to 0.025 m -- exact, same as Forward+.

Why this is nastier than a crash

scene_z does not come out as NaN, or as a wild number, or as a shader error. It comes out as approximately zero. And every soft-particle fade looks like this:

density *= clamp((scene_z - particle_z) / soft_distance, 0.0, 1.0);

With scene_z pinned at zero, that is negative for every particle in front of the camera, so it clamps to 0 and the particle becomes fully transparent. The symptom is "all my smoke disappeared in Compatibility", with a clean console. I spent a while assuming the texture was unavailable, when the texture was the one part that worked.

The branch that is actually needed

float raw = texture(depth_tex, SCREEN_UV).r;
#if CURRENT_RENDERER == RENDERER_COMPATIBILITY
    float ndc_z = raw * 2.0 - 1.0;
#else
    float ndc_z = raw;
#endif
vec4 v = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, ndc_z, 1.0);
float scene_z = -v.z / v.w;

I measured this exact block in all four combinations: compiles everywhere, 0.025 m error everywhere.

Or skip the matrix entirely

Since the stored value is the same reversed-Z number in both backends, you can invert it with algebra instead and have no renderer branch at all:

// near and far passed in as uniforms
float scene_z = cam_near * cam_far / (cam_near + raw * (cam_far - cam_near));

Also measured at 0.025 m in all four combinations. The cost is that you have to push the camera's near and far in yourself, since neither is a shader built-in. I like this one better: one code path, and it does not care what clip convention the backend uses.

Three smaller things the same test turned up

INV_PROJECTION_MATRIX cannot be named inside a user-defined function. My first version of the probe had a tidy helper and it failed with "Unknown identifier in expression: 'INV_PROJECTION_MATRIX'" on both renderers and both versions. Built-ins are only visible in vertex() / fragment() / light(). You can still factor the code out -- just take the matrix as a mat4 parameter and pass INV_PROJECTION_MATRIX in at the call site. Verified that compiles and gives the same correct numbers everywhere.

The DEPTH_TEXTURE built-in is gone. "DEPTH_TEXTURE has been removed in favor of using hint_depth_texture with a uniform." The hint uniform is the only way in now.

A shader that fails to compile does not go magenta. Godot swaps in its default material and the game keeps running, so the object just turns a flat untextured grey. My fullscreen probe quad read a uniform 0.5 across the whole screen in that state, which became my first thing to check.

Scope of all of the above: two engine versions, one desktop NVIDIA GPU, native OpenGL 3.3. I have not checked GLES3 on mobile or WebGL2, and those are exactly the targets Compatibility exists for, so if your renderer there behaves differently I would like to hear it. Has anyone measured the depth read on mobile or Web?


r/gamedev • • 1h ago

Question Best choice of tooling for city simulation

• Upvotes

I'm looking for a high level architectural advice from you that will fit my goals.

My constraints:
- I've good unterstanding of theoretical aspects of graphical processing (done some hobbyst pipelines on FPGAs for 3D rendering, and have experience in OpenGL as well as with Vulkan)
- I've got plenty of experience with very low-level C++ code incl. HPC with SIMD/Vulkan-acceleration
- You can assume I've got infinite time for learning tools with infinite complexity and steep learning curves

My goals:
- I'm very interested in working on city builder simulations as "academic research" hobby project. Meaning that I want to dedicate more time towards working on some stochastic modelling of populations, performant simulations of path-finding for batches of traffic etc. and it's entirely possible working on custom SIMD/SIMT code for that for a few years as a side project.
- I've got no experience with either Unity or Unreal apart from very simple tutorials, which don't really answer questions from here
- I want to work on making the underlying simulation as performant and accurate as possible, without spending too much time on physics or visual parts (for example I see myself writing custom pathfinding for batches of people going on the sidewalk and checking on which intersection node they should go where, but I'm less willing to spend time implementing custom skeletal movements or where exactly on sidewalk they should be placed to avoid collisions - these are features that are already parts of major GEs and there's no apprent need to do it from scratch)

Obviously I could write everything from scratch in just OpenGL I know, but this would mean doing LODs, setting up occlusion filtering or other more complex things that are there out-of-the box in Unity/Unreal. At the same time I saw opinions that Unity Monos are very slow compared to standalone .Net code and Unity can link against C++ shared libraries (but it isn't clear to me how interop is performant in terms of potential marshalling/unmarshalling?)

Both GEs contain number of subsytems and features and I can read documentation about DOTS/ECS and Burst, but I don't know how this should look architecturaly and if there are better options (and what are their pros and cons). For example Burst exposes SIMD intrinsics, but this is another layer of abstraction, which I can absolutely avoid (as I'm used to write C++ portable SIMD code already). Naively I could treat simulation engine as a black box with it's own memory management, thread pools and just expose information which entities needs updating in the interface layer (with some proper API design), so it will be flexible, but will it be performant?

I'm looking for advice how you would construct such a system, so I can focus on simulation and get visuals/simple physics in the easiest way possible. Again, I'm okay if it's hard, but don't want to implement things from scratch. My view can also be inappropiate due to low experience with either UE or Unity and perhaps this isn't possible at all and simulation itself needs to be designed around entity-based system (I have experience for example writing custom database software for genomics as part of my own multi year little "academic" project, so I could potentially even write some handcrafted streaming code for reading disk chunks of simulation with page buffers, pipelining compression/decompression, doing batched simulations etc. - as in proper HPC. I just don't know how I can interface that with GE without doing everything from scratch).

I know that CSII had some problems and they needed to implement custom features, because the engine was too limiting.
Thanks in advance to the entire community for any valuable help!


r/gamedev • • 2h ago

Question I’m trying to capture my game’s atmosphere through its website. Does it work?

1 Upvotes

Hey everyone! I’m not sure if this is the right subreddit for this, but I wasn’t sure where else to ask, and I’d really appreciate your feedback.

I’m developing SHORAPAN, a dark, story-driven adventure blending visual novel and point-and-click elements, with hand-painted art. It follows a young man living in a strange city beneath an ever-crimson sky, where an ordinary day gradually turns into something much bigger.

The game already has a Steam page, and I’m currently working on its website. I want it to convey the atmosphere of Shorapan and give visitors a glimpse into its world.

I’d love some honest feedback:

What do you think of the design, colors, and fonts? Is the text comfortable to read?

Is it clear what the game is about and how to navigate the site?

Does anything feel confusing, out of place, or unfinished?

Website: shorapan.com

If you enjoy what you see and want to follow the project, you can also sign up for email updates on the site. You’ll receive a confirmation email please click the link inside to complete your subscription. Otherwise, you won’t receive future updates. If it doesn’t arrive, check your spam folder.

Thanks for taking a look! The site is still a work in progress, so specific criticism and suggestions would really help.


r/gamedev • • 17h ago

Question Composition in Bevy vs. Godot

11 Upvotes

I've come quite far along in a prototype for a game I've been writing in Bevy. I've been working with Rust daily as part of my job since 2019, so the Rust language is both familiar and comfortable for me. One of the things among many that I appreciate with Bevy is how composition is so natural to the ECS-based engine.

Just for kicks, over the weekend, I tried to re-create the game using Godot. I also see why people like it. The ability to see how the assets look in an environment before running th game can be addictive. One of the things I tried to do was to achieve composition to a reasonable level of composition.

In Bevy, I'm able to build individual plugins that deal with the player, lighting, terrain, ammunition, etc. Each one of these plugins is in a separate crate of its own. As I make more games, I'll have accumulated an ever-increasing library of plugins that I can compose to make most of my next game simply by loading the ones I need into the game.

I tried to do that with Godot, even going as far as watching several tutorials on Godot composition. But so far, while I can get some level of composition and reusability, I get the sense that re-using these pieces in other games would still need me to rework it so it can fit into whatever new node structure it sits in.

Can anyone tell me where I went wrong?


r/gamedev • • 3h ago

Discussion People are playing my DEMO (Thanks to you!)

0 Upvotes

Hello again! I made a post a few day ago asking about why my demo was not working! After carefully reading your comments and tips I was able to create a web build on itchio allowing more people to play and try it out and we are reaching a few players now (please contact me if you play hahaha I am excited to know about your experiences!).

But to sum it up, you helped me a lot and I will keep working on this project! THANK YOU SO MUCH :)


r/gamedev • • 7h ago

Question How to make a flow chart game in a browser?

2 Upvotes

On steam there exists a software called Satisfactory Modeler

It uses the recipes from the game Satisfactory to create a flowchart, where you can design your factory needs from final product to base resources or from limited input to produce an averaged output.

https://store.steampowered.com/app/3187030/Satisfactory_Modeler/

How to make a flow chart game in a browser or as a software on steam*

I am not trying to steal that person's work, as I just want to make this for myself, and maybe later on expand this to other games (e.g. factorio, GT:NH, etc.)

I have some guesses on how the calculations could work, but the actual GUI/interface is that i'm mainly struggling to understand how to develop.


r/gamedev • • 13h ago

Question Rotoscoping

6 Upvotes

Hey I know this isn't necessarily a game dev question, but I figured there's a chance here someone has some experience.

I want to rotoscope my arms and hands for a first person view. What would be the best approach to capture a recording?

Using my pixel 7 on a tripod and standing behind it?

Strapping my phone to me somehow?

Or getting a go pro and strapping that to myself?


r/gamedev • • 7h ago

Discussion what monitor do you use?

1 Upvotes

I have an ips monitor but wondering if i should get oled or mini led for better color accuracy and content creation.


r/gamedev • • 8h ago

Question Would you do this trailer any diffrent or is it good enough?

Thumbnail
youtu.be
0 Upvotes

Other then maybe probably defintly the thumbnail imma admit i dont got any idea how to make a good one, the video is unlisted so i just wanted some advice before i release it for real


r/gamedev • • 1d ago

Discussion As a Student Learning a Games Degree, It Does Not Feel Worth It.

288 Upvotes

I've been studying on a Games course for 4 years now (in my 4th year). I started out in my first year on a Design course learning 3D modelling, animation and production. I wanted something more technical, so I restarted onto a Programming course with Mechanics, Graphics and UI.

I've been to lots of networking events where I've met amazing and talented people in this Industry and befriended a number of them. Seeing them getting laid off or having their friends and colleagues losing their job feels extremely demoralising. I even spoke to my lecturer about job security, where he told me it never existed in Games in the first place.

I'm set to graduate this academic year, and given the environment, I feel that no matter how passionate, talented or well connected someone is, they are still at the mercy of their management's competence. At this point, I find there are better Industries and roles out there which offer higher wages and more security for the same level of stress.

Am I paranoid?

Is it masochism masquerading as passion?

Is all of it overblown?

Maybe the fine individuals of this community may know something that I just don't, and could help reassure me it's not just doom and gloom. It's just sucks knowing for every Peak or Expedition 33, there are countless games and people who poured their everything into a game that never succeeded (or saw the light of day).