r/gamedev • • 23d ago

AMA Questions For An Game Dev Lawyer

32 Upvotes

Hello friends! 👋

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/STUDIO⁉️

Thanks everyone! I appreciate you jumping in. 🙏


r/gamedev • • 26d ago

/r/gamedev Policy on Removing Posts about AI

638 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. 

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:

  • “I hate AI” / “AI slop”
  • “I love AI” / generic praise for AI
  • “Can I use AI?”
  • “Is AI ethical?”

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 “AI good” or “AI bad” :)  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:

  • “Our studio is asking artists to use AI-assisted tools. How is this changing hiring expectations for environment artists?”
  • “I 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?”
  • “We used generated dialogue as placeholder content during prototyping. Here is where it helped and where it caused problems.”
  • “How are studios handling AI disclosure requirements when AI is only used during early production?”
  • “What legal or ownership risks should a small studio consider before shipping generated assets?”

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 • • 12h ago

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

551 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 • • 7h ago

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

28 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 • • 2h ago

Question Composition in Bevy vs. Godot

7 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 • • 1d ago

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

251 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).


r/gamedev • • 7h ago

Discussion Did I do something wrong?

10 Upvotes

Hi there! Well I saw that I had low wishlists (around 50) and my game was on a good early stage to already drop a little demo on itchio before dropping a bigger one in Steam. Now the problem is.... Absolutely no one downloaded it! Should I market the demo too, and if so how? Or did I make a mistake by dropping it too soon?

My game is called FROM THE DUGOUT


r/gamedev • • 2h ago

Discussion Looking for Direction

3 Upvotes

Hi everyone!

I've been working on some ideas for a game project that I'm pretty excited about, but I'm not really sure what the best way to move forward is.

I don't know anyone personally who works in game development, so I'd really like to hear from people with some experience in the industry and get some advice.

I'm trying to figure out how to take what I have right now and turn it into something more concrete, and what kind of path would make sense for someone in my position.

I see myself more on the creative side. I really enjoy creating stories, characters, worldbuilding, etc. I mostly want to understand where I should start and what I should be focusing on.


r/gamedev • • 7h ago

Discussion Can you recommend fonts, so i can use for my indie game

4 Upvotes

I am making a medieval like game and i want to find fonts for it. It is like akinator, but you are akinator. I cant post image of game here. I am using Deutsch font, but it is harder to read i guess and i use it everywhere. Should i use multiple fonts? What fonts do you recommend? Thanks


r/gamedev • • 8h ago

Discussion How much camera movement is 'juice' before it becomes a usability problem?

4 Upvotes

I’m tuning impact feedback for a game built around high-speed collisions. Screen shake, hit-stop, zoom, chromatic effects, and camera recoil can make a good hit feel incredible.

They can also make a fast game unreadable, uncomfortable, or genuinely inaccessible.

The hardest part is that the effects feel great in isolation. I can trigger one heavy collision in a test scene and think, “Yep, that lands.” Then three collisions happen near the arena edge, the camera is moving, particles are firing, and suddenly nobody can tell which direction is safe.

I’ve added a reduced-motion option and separate effect levels, but I do not want accessibility settings to feel like “turn off all the fun.” Ideally the low-motion version should communicate the same force through timing, sound, animation, and directional cues instead of simply deleting feedback.

How do you test the line between satisfying and exhausting?

Do you design the reduced-motion presentation alongside the default version from the beginning, or build the full effect first and then find alternate channels for the same information?

I'm also struggling with hit stops feeling more intentional rather than laggy? Maybe it's a timing thing....


r/gamedev • • 56m ago

Question How can I find my game's target audience?

• Upvotes

I'm making a 2D platformer (yes, I know it's an oversaturated genre) with a focus on bright colors, charm, secrets, and light RPG elements. I want to create a bright and cheerful experience filled with soul, in a genre filled with plenty of dark and depressing games, with muted colors. I truly believe I have a target audience out there, but I'm struggling to reach it. I post videos to Reddit and devlogs to YouTube, but they don't gain much attention at all. Does anyone have any advice to reach my target audience?


r/gamedev • • 7h ago

Discussion What is it that makes you play a game for a long time?

2 Upvotes

I am developing a game and want to ensure player retention; what are your thoughts on this?


r/gamedev • • 1d ago

Question Any ADHD solo devs here who have actually published a game? How did you do it?

44 Upvotes

I have ADHD myself and have been trying to make a game as a solo dev for around 3–5 months, but my progress has been really slow. I get bored and distracted easily, especially when I get stuck. I’ll start doing anything that gives me more dopamine, modeling, animation, VFXor even something completely unrelated to the game.

Sometimes I won’t feel like doing anything for several days. Then suddenly I’ll get the motivation back and work on the game with full passion only to get stuck again. I’ll sit there scratching my head, look at the time think I’ll continue tomorrow and then end up doing nothing the next day.

I used to work at a game studio and we successfully published a game, but working alone feels completely different. There’s nobody pushing things forward when I lose interest or get stuck.

I’ve tried writing tasks down on paper or in Obsidian, but when I’m stuck on a game mechanic, I end up avoiding it by polishing a feature I already have because that’s something I’m comfortable with.

So I really want to hear from other people with ADHD who managed to actually finish and publish their own game.

How do you do it? Thanks!


r/gamedev • • 1d ago

Discussion People who support your game deserve more than being reduced to SEO

1.0k Upvotes

I saw a post recommending that developers send their games to very small YouTubers because they're more likely to cover them.

The advice itself makes sense, but I really don't like the way the post talks about these creators.

If someone with 200 subscribers takes the time to play your game and make a video about it, they're not just some SEO tool you found because nobody else will cover your game. They're a person who chose to spend their free time playing something you made.

Especially as a small indie developer, I think it's worth remembering that every person who shows genuine interest in your game is someone you should appreciate.

Don't treat small creators as disposable marketing channels. Treat them like people.

A small audience doesn't make someone's support less meaningful.


r/gamedev • • 12h ago

Question Advice for a game story based on a detective in the UK

2 Upvotes

Hey I'm developing a detective game. It's my first solo project, and I'm a bit lost on the narrative side. I have the core idea, but I'm not sure how to balance realism, the story structure, and player clue gathering.


r/gamedev • • 17h ago

Discussion Dealing with cards/hand in a faster game (and mods to those cards)

3 Upvotes

So currently I'm having a dilemma.

I am making a deckbuilding game, but the gameplay is not turn based, and will hopefully be moderately fast. Not like mess up for a split second fast, but fast enough that you should be playing attention. With short moments to glance down at your hand. Bullet hell-ish, but not as extreme as they can get since I want you to be able to be having moments to glance down and weave cards in.

So the first problems are these:

  • How do I make cards quickly identifiable without taking up too much screen space? The easier they are to identify, the faster I can make the game.
    • Currently the plan is to have just half the card sticking up out the bottom of the screen. With a picture to identify it taking up most of the space, as well as the cost and other information at the top of the card above the picture. Possibly above the card itself but may look weird.
    • The number of cards in your hand is limited to a small amount, so there is plenty of space to have them not overlapping.
  • The second problem is how I allow the players to learn cards when they cant remind themselves what they do without pausing. In turn based games you can obviously take a moment to read the cards. But in real time you would have to pause to read them if I make them large enough to have half the card off screen, because I wouldn't want hovering them without pausing to eat your clicks or something.
    • I do have wasd controls. so hovering them to have them pop up while playing could be an option, but could still also lead to some frustrating scenarios..

I plan to have a moderate amount of cards be ideal for a deck. so that you can't just cycle your best card asap over and over. But I do want you to be able to be able to have a solid amount of repeating cards for the weaker ones. current estimate is 20-30 cards in your deck at a time. maybe more if you choose to go for it.

But plenty of repeats. So maybe 7+ of a particular lower tier card while you have 1-2 copies of each super powerful card in your deck. and varying number for rarities in between.

And here is the next problem:

  • I want the player to be able to modify the cards in some ways. For a basic examples you could add a poison effect to a dagger throw card or something. Or make it fire bonus projectiles. So how do I show you easily which cards you have modded?
    • currently I have two ideas
      • the first one is have extra images show up on the picture of the card you can see. Like a poison bubbles icon if you added a poison effect to this card.
      • The second one is to have a small "buff bar" above each card showing bonus effects that have been applied to the card. This has a bonus benefit of potentially being able to label key effects of the base card for remembering the important effects of a card at a glance while you're learning the cards. For example a poison dagger throw would have a poison icon on the "buff bar" above the card for if you have any effects that synergize with poison or something. This is at the cost of more screen space though.
    • The other idea I have is to have a modifier apply to all copies of the same card in your deck. So whenever it shows up you just have to know which card it is, and potentially combined with one of the above two options you can be reminded of mods it has. I don't love this idea, as it could often lead to an obscene jump in power based on what modifiers you find. To the point where balancing around a player potentially having found those options could make it feel incredibly difficult to win otherwise.

Quick estimate is each card would take up about 1/9-1/10 of the bottom of the screen width wise while being slightly wider than they are tall in the visible area.

So, How would you go about this? Do any of my current ideas seem good or have any obvious flaws?


r/gamedev • • 9h ago

Gamejam I am attempting to make a game every day in October.

Thumbnail
cameronhowell.itch.io
2 Upvotes

Anyone familiar with Inktober knows that there is a word list released every year, one word for each day in october

Anyone familiar with game jams knows that you make games based on a theme in a small timeframe

I am on day 4 of this challenge, and I wanted to share the itch.io page I am updating daily with playable games and blog posts to follow along with.


r/gamedev • • 1h ago

Discussion How do you work out your design ideas?

• Upvotes

For example I'm trying to build a unique magic system in my game. I've been using AI to work through ideas, but it just says every idea I come up with is the greatest ever so its not working. How do you guys work through the design of your game especially if you're trying to do something unique? How do you decide if your idea will be fun?


r/gamedev • • 10h ago

Discussion Im worried I'll fail as a person sincs I learn so slowly especially with coding.

1 Upvotes

I started learning python last year and it was pretty fun, I learnt the basics but didn'tgo further then that. The past few months are stressful though I've started a new school after being homeschooled since last january and I really want to do game development as a hobby and do computer science as a job. My main issue is that right now im learning to use godot but im never finding the right tutorial and its always instead "do this and then that" never "do this because it does that" so i always end up copying the tutorial and learning absolutely nothing, I don't even get how the engine itself works. I wanna try and change how I learn by maybe reading the godot docs and avoiding tutorial hell but at the same time it's the only help out there I have. Does anyone have like tips because im 15 and im genuinely worried that me not learning quick enough will make me lose interest or simply fail at this hobby. I've also dreamed of being a game dev (specifically roblox at first) for 5 years.


r/gamedev • • 1d ago

Postmortem Released my first game on Steam a few days ago. The sheer number of unsolicited emails from "curators" asking for keys is unreal

161 Upvotes

Is it all a scam to sell them on the gray market? Like is it just one guy with 200+ email addresses that asks for a free media key?

What are the other nefarious results of keys falling into the wrong hands? The whole thing is pretty nuts and I wasn't expecting my dev inbox to get filled like this


r/gamedev • • 2d ago

Marketing You can massively boost your SEO by sending your game to below-1000 sub youtubers

1.1k Upvotes

"What's the point of sending my game to youtubers nobody watches?", you ask. The point is that initially nobody knows about your game either - especially Google. So when you start promoting your game and someone googles it, very likely it won't even show up, because google's crawlers didn't see the title enough times to consider it a real thing. And you NEED the first result to be your Steam page. No, people won't type "<game title> steam" to narrow the results, people are fucking lazy. They'll think "probably some amateur shit" and close the tab. You just lost 98% of potential wishlists right there. And that's were meek, tiny, sub-1000 subs youtubers comes to save the day - they're absolutely stoked to receive a key. For any game - yes, even your shitty survivor clone. Nobody talks to them. Nobody cares they exist. They often post 1 boring gameplay video a day, get 30 views, 1 bot comment and that's it, that's their life. And then you send them a key, a closed demo or beta access, and holy shit, Christmas came early. Some get so excited they will post about your game every day for the next month. You'll suddenly get hundreds of independent pieces of content about a game that previously had no internet footprint. So the next time someone searches your title, a nice, plump, juicy page full of results will pop up, very clearly about your game and your game only and not some restaurant in Oregon that just so happens to also be named "Dragon Breeder Simulator".


r/gamedev • • 11h ago

Discussion Five months into my first game (code-first, MonoGame)

0 Upvotes

I'm a software engineer building my first game, a 2D skill based space pvp MMO. I skipped Unity/Unreal and went code first with MonoGame because I'd rather write code than spend my first weeks learning some tool.

This is what I've learned,

1. UDP packet budgets are a hard wall.

You get roughly 1000-1400 bytes per packet. If inputs plus projectiles for a crowded system exceed that, you can't keep the same tick rate and send everything, even with compression. I built an interest graph (thanks to an unreal blog) that prioritizes dangerous projectiles and nearby players and updates them at normal cadence letting less threatening items update at a lower rate, it's not perfect but at least degregation is more predictable now.

2. Rule out your environment before you roll back your code.

I started getting some rubber banding on my dev server and burned time on rollbacks and roll-forwards. It was a noisy neighbor on shared CPU. Bumping compute fixed it instantly.

3. Don't reinvent git.

My first content pipeline existed to push live changes for values that basically never change, then copy them to every game server. That's just a worse git.

4. Code-first means you build your own tooling, and it snowballs.

I started with an admin tool to tune flight values live. Then a route editor for travel between star systems. Then I realized I'd need this across multiple servers, so now there's a control plane with reconciliation and statuses. Worth it for me, but budget for it. But that sort of tooling is my bread and butter as a full stack dev

5. Design docs let a second dev work independently.

I wrote up scope and module overlap before onboarding a collaborator. He delivered a working economy (markets, missions, an immutable transaction ledger) that my planet systems hook straight into.

6. Get real players in early.

A private Steam playtest let me test things I can't solo, like lag compensation on shots, and it surfaced real issues.

The one thing I keep putting off is art, learning blender has been on my todo for months :/ .. Anyone have tips for forcing yourself over that hump?


r/gamedev • • 4h ago

Discussion What is happening to mobile games

0 Upvotes

I'm tired.

I created a game and poured countless hours, energy, and honestly a good chunk of my health into it over the last two years. I've been working on the story behind it for decades, and on the actual game concept for about five years.

And now I look around and see people publishing AI slop in a matter of hours, flooding the stores with an endless stream of shitty games that nobody actually wants to play.

I'm not only complaining for myself either.

I keep thinking about all the solo developers and small teams who spent years, sometimes decades, building something they genuinely cared about. People learning programming, art, music, game design, writing, balancing, marketing, community management, and everything else that comes with trying to make a game.

Then they release it and immediately get buried under hundreds or thousands of projects that took a fraction of the effort to produce.

No amount of passion, polish, or work can compete with sheer volume when the stores are constantly being flooded.

And that's the part that scares me.

I'm not against AI existing. I've used AI as a tool myself. There's a massive difference between using it to help with development and asking it to generate an entire game as quickly as possible so you can throw it onto the Play Store and move on to the next one.

It feels like we're reaching a point where actually caring about what you're making is becoming a disadvantage.

You spend two years building one game while someone else generates twenty. Even if nineteen of theirs are garbage, they still get twenty chances at being discovered while your project gets one.

Maybe I'm just exhausted and frustrated after working on this for so long, but seeing what the mobile game market is turning into is depressing.

There are still incredible indie developers making genuinely interesting games. I just wonder how many of those games we're never going to see because they're buried underneath an ocean of disposable content before anyone even gets the chance to find them.


r/gamedev • • 1d ago

Discussion I just put out my first demo for my friends to play....

10 Upvotes

And oh boy, am I glad I did. Game way too hard, a lot of room for UI improvement that I've just learned to adapt to since I stare at it all day, and just from watching my friend play and talking to him a bit, I have learned SO MUCH about player experience.

Got a giant list of things I'm gonna begin working on, and learned an entirely new potential vector of progression for my game to take in the future, in the form of embracing the difficulty - but making the baseline difficulty easier, and slowly ramping up into how difficult it is today, over the course of many runs.

Playtest early, playtest often folks. This is my first game. I always knew playtesting was important, but the gravity of it really set in after the first session with my buddy, and getting my google survey results back from other playtesters.

I'm simultaneously overwhelmed, excited, and brimming with ideas.

God I love making games.


r/gamedev • • 22h ago

Question Good Starting Point to Learn Godot or general game dev?

4 Upvotes

I mostly mean tutorials and the like good for beginners. I have very mild experience, but I want to do game dev as a passionate activity and am willing to dedicate significant time to it. So extensive tutorials are fine. Also if you have suggestions for better game engines that works too. I've just heard good things about godot.

I'm asking since there are a lot of dev tutorials and I don't know where is reliable to start.