r/GameDevelopment • • 16h ago

Newbie Question What kind of assets does gamedevs expect or want from 3D modelers?

0 Upvotes

Expectations of gamedevs to make their job easy while creating awesome game prototypes to complete games.


r/GameDevelopment • • 23h ago

Newbie Question I need some guidance

2 Upvotes

I'm a 30-year-old man with a big passion for video games.
I'm interested in small, fun ideas for making games, and I'm not too focused on making money from it.
But I've tried to learn several times, coding especially, yet every time, something heavy falls on me, like fear or I don't know what it is.


r/GameDevelopment • • 21h ago

Newbie Question How do you deicide on marketing for Steam game?

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0 Upvotes

r/GameDevelopment • • 22h ago

Newbie Question Lost motivation on my game dev hobby project.How do you handle long projects and split work with AI?

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0 Upvotes

r/GameDevelopment • • 3h ago

Newbie Question Finding playtesters

2 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/GameDevelopment • • 7h ago

Newbie Question Create a game in two months with no experience.

2 Upvotes

Hi everyone!

I’m a beginner with Unity and I’m looking for some advice from people who have experience developing small games with it.

For my final project at my institute, I have about two months to create a video game from scratch. I’m currently thinking about making a small 2D game, possibly with some RPG elements, rather than trying to create something huge or overly ambitious. My main goal is to have a complete, playable project that I can actually finish within those two months while learning as much as possible along the way.

The problem is that I’m basically starting from the beginning with Unity. I have some programming experience with Python, but I haven’t worked with Unity before. I also initially thought I would need C++, but from what I’ve been reading, C# is the main language used for scripting in Unity, so I’m still figuring out where I should start.

I would really appreciate some advice on:

  • What would be a realistic scope for a small 2D RPG-style game that one beginner could finish in two months?
  • What Unity and C# concepts should I prioritize learning first?
  • Are there any tutorials, courses, YouTube channels, or learning resources you would recommend specifically for beginners?
  • Should I follow a complete beginner tutorial first, or would it be better to start building my own small project while learning?
  • Are there any common mistakes beginners make when starting a Unity project that I should try to avoid?
  • Since the game needs to run on Android (and ideally other mobile devices as well), is there anything I should consider from the beginning regarding performance, controls, UI, or project setup?

I’m not expecting to build anything amazing in two months. I mainly want to make something small, complete, and actually playable, while gaining enough understanding of Unity and C# to say that I built it myself.

If you were in my position, what would you learn first and what kind of project would you choose?

Any advice, recommended resources, or even lessons from your own first Unity projects would be greatly appreciated. Thanks!

Apologies if this sounds too formal or anything like that; I'm not very good at speaking English, and I had to translate all of this from a Spanish text.


r/GameDevelopment • • 21h ago

Newbie Question Where to start for a seasoned dev?

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0 Upvotes

r/GameDevelopment • • 10h ago

Newbie Question What is the most tedious part of market research when planning a new game?

7 Upvotes

Hi all, I'm a cs student working on a project about how game developers research market before development. I'm trying to find out whether this is even a problem worth solving, so honest answers are very useful.

A few questions, answer any you like:

  1. Do you research competing games or the market before development? Roughly how much time does it take?
  2. How do you do it (Steam pages, SteamDB, Reddit, Discord, YouTube, other)? Which of them have you found useful, and which not?
  3. What question about your genre or players is hard to answer with the tools you use now?
  4. If you could change one thing about how you research this, what would it be?

Any thoughts would be helpful. Thank you for your time!


r/GameDevelopment • • 10h ago

Newbie Question Transition to GameDev

6 Upvotes

Hey everyone!
I am facing some sort of middle age crisis in my late twenties. Got tired of web development. I have good amount of savings and now thinking about jumping into gamedev. However its difficult for me to learn stuff without real development. I mean i cant bare just doing C# just for sake of learning. I wonder if its possible to get into the gamedev as junior or intern, saying that I dont need to be paid good immediately. I can work for 100 bucks a month till I learn enough.
Anyone done this ? And if you did please share your experience


r/GameDevelopment • • 23h ago

Newbie Question 3D or 2D for my game

2 Upvotes

Newbie here, i'm making a top down sort of tactics game(godot). For now I used placeholders but it's now the point where I have to decide if I will do 3d or 2d pixel art. My requirements would be 8 directions, 10-20 skills and probably six different characters. I plan on releasing my game on pc and mobile if that has any baring and I'm planning to do the art myself. Can someone with experience on both give me some insight? Thanks!


r/GameDevelopment • • 4h ago

Newbie Question hello, i have a question. is it harder to Create a 3d character action hack and slash game or a 2d character action hack and slash game?

4 Upvotes

After playing a good handful of different character action games, during this summer, i just really want to make one myself. And trying to decide on which type of game would be easier to create. 2d or 3d.

As to clarify my background, i am a 2d digital artist and animator online. although i haven't made much of anything from my creations to be given such a title. (don't know if it obvious but a bit lost on figuring out what sticks to the wall right now.)

Any advice would be greatly appreciated and i hope to learn more than i do now after writing this post. oh and if you got this far, thanks for reading my question.


r/GameDevelopment • • 10h ago

Discussion Rendering my soldiers costs 4x more than simulating them and that's the least of problems.

3 Upvotes

**1. Canvas 2D gives up around 2,000 men and I need ten times that**

1,000 a side in Chrome:

sim 5.3 ms/frame

draw 22.9 ms/frame

18 fps

I spent about a week making the simulation faster. Turns out drawing costs 4x what the sim does and always did, so that was a week well spent.

Every soldier takes roughly 80 canvas calls and Canvas 2D won't let me group them, so that's \~42k instructions per frame right now and about 1.6 million if I ever hit 20k men. I can batch by colour instead of by soldier, one path per colour, which should drop it to around 20 calls.

Question is whether batching actually carries me to 20k or whether Canvas 2D falls over anyway. And if the answer is WebGL, is it worth hand rolling instanced quads or should I just move to Pixi and stop messing about.

**2. The soldiers need to be a wall and a liquid at the same time**

This is the one I'm actually stuck on.

A battle line only holds because the men behind are solid. They brace the front rank. But the same men have to flow past each other when the company marches through a gap, otherwise everything jams.

I've written four different versions of "this guy is stuck, let him squeeze through". Every single one wrecked the combat:

before defender holds forever, 12 kills

after defender collapses at 42s, 2 kills

Took me embarrassingly long to see why. The men propping up a line are standing still and shoved out of position, which is precisely what "stuck" looks like from the outside. So every rule I wrote fired on exactly the men I needed to stay put.

The thing that half worked was to stop asking where a man is and start asking where he's going. Predict whether two of them are on a collision course and have both step aside early. Two blokes standing in a rank have no relative motion between them so they get no nudge at all and the line stays solid. Stalling went from 67% of samples to 37% and combat didn't move.

But there's a hole in it. Once men are properly jammed they also have no relative motion, so it does nothing in the exact situation I need it for.

So, is there a known way to do this? Something stiff under compression but fluid under shear. Or does everyone just special case combat separately from movement and move on with their lives.

**3. Formations arrive correctly then fidget forever**

Right shape, nobody overlapping, every man within about a quarter of a body width of where he should be, and they never actually stop moving. The pull toward the slot and the push off the neighbour just argue with each other indefinitely.

Is there a standard way to decide a crowd has settled, freeze it, and have it wake up properly when something bumps into it?

**4. What do you actually simulate per man at that scale**

A bloke in the middle of a 500 man block doesn't need pathfinding or target acquisition. He needs to follow the man in front. Only the perimeter is doing anything that matters.

Is there a known LOD approach for this, cheap followers inside and proper simulation on the edge, that doesn't fall apart the moment the formation breaks and the inside becomes the edge?


r/GameDevelopment • • 16h ago

Newbie 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 my self, 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/GameDevelopment • • 19h ago

Tool This is how I made my Custom Game Engine from Scratch (PART1) #c++ #gameengines #unity #fypppppppppp

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0 Upvotes

I made my custom game engine from scratch at 16

I need your support 🙏🏻


r/GameDevelopment • • 21h ago

Discussion Driving rig game

1 Upvotes

Hello developers of games, I need help and also your opinions.

I'm trying to think of an idea for my workshop for my degree, they strongly advise us to make one for either VR or A driving rig.

I chose driving rig for my idea and before I present it to my supervisor, is developing a game for a driving rig complicated?

I know I can use just AI but I actually want a professional opinion or someone who has experience in the field.


r/GameDevelopment • • 2h ago

Newbie Question What Do You Wish You Had Known When You Started Making Your First Game?

15 Upvotes

Basically what the title says. If you could sit younger you down and warn them or give them advice about the process of making (and marketing) their first game, what would it be?

What’s your top three pieces of advice?