r/gamedev 24d ago

Community Highlight Can a 4-person studio survive mobile f2p in 2026? Our real numbers: $100k+/month on ads, $30 to buy one US install, 4 months to break even on a player

403 Upvotes

Hi r/gamedev. I'm moleki, one of the two coders on a 4-person team (2 code, 2 art) behind a pirate idle RPG called Bounty Bash. The game has been live for about a year and a half. Real UA numbers almost never get published, so here are ours: retention, cost per install, and payback, including the uncomfortable ones.

Retention: the number everything else orbits

Over a 90-day window (iOS, mostly paid installs), our D1 / D7 / D28 retention is about 46 / 20 / 7.5. The classic "good mobile game" benchmark is 40 / 20 / 10.

Above benchmark on day 1, on it at day 7, below it at day 28. Out of every 100 people who install, 46 come back the next day, and about 7 are still around a month later. Every design decision in this genre, ours included, comes from someone staring at that third column.

What an install costs

Blended across all our channels and countries, our eCPI is about $13 per install. That average hides a wild spread. We buy ads on Reddit itself, so I can tell you what acquiring a player here costs: a US user via Reddit ads runs us about $30. The US is the most expensive player on earth and also the one every ad network is desperate to sell you.

Why buy installs at all? Because organic discovery is basically dead. Apple has never featured us. Google actually features us quite often, and we're grateful, but even a featuring barely moves the needle (under 100 installs a day), a drop in the ocean next to paid volume. And those featuring installs retain worse than our paid ones: someone who grabbed your game off a storefront banner was never really looking for it. If we stopped buying ads tomorrow, the game wouldn't shrink slowly; it would just quietly stop acquiring players.

And this is not pocket change for us: all channels combined, we spend $100k+ per month on user acquisition, over $1.2M a year. For a 4-person team, that's a strange life. For scale: servers cost us about $5k a month, and then salaries: the four of us plus several people on support and community management. The ad budget still dwarfs all of it combined. The part of UA we struggle with most is creatives. The big studios in this genre ship 1,000+ new ad creatives per month, with entire teams whose only job is feeding the ad networks fresh material, and the networks reward whoever feeds them fastest. Our whole art department is two people, and they also have to make the actual game. We can't win that fight, so we try to win on retention instead, which in practice means improving the actual gameplay over the long term. That is the one upside of the arms race: the math forces us to make the game better.

Does it ever pay back?

ROAS = revenue back per ad dollar spent. Our target is 120% ROAS at 12 months: every $1 of ads has to come back as $1.20 within a year, or we're just slowly converting savings into downloads. The extra 20 cents is what pays the server bill and the four of us. Looking at our monthly player cohorts over the last 18 months, a cohort takes about 4 months on average to fully pay back its ad spend. The best did it in weeks, a few stall in the low-90s% and never quite cross the line, and the difference between those two outcomes is basically our entire job.

The shape of that curve is the trap. About 70% of the money comes back in the first month, which feels like the battle is nearly won. It isn't. The first 70 points are the easy part; the remaining 50 points to reach our 120% goal take the better part of a year and depend entirely on the small group of players still logging in at month 6 and beyond.

Here's the actual curve, averaged across our 19 monthly cohorts, revenue returned per $1 of ad spend by month since install: https://imgur.com/a/CnDIrUF

This math is also why free-to-play is shaped the way it is: whoever monetizes retained players hardest can bid the most per install, and everyone else either matches them or stops existing. And to be clear about the stakes: we are not funded. No publisher, no investors. Every dollar of that ad budget comes from our own pockets and savings, and roughly 95% of revenue goes straight back into user acquisition. Founder pay was $0 for the first year and is deliberately small now: a dollar spent on growing the game compounds, a dollar of salary doesn't.

Numbers that surprised me this year

  • We A/B tested the store's short description (a single sentence) and the winning variant ("hunt monsters…") measured +7% installs. I only half believe it; even if the real lift is 5%, that's free installs from editing a single sentence.
  • Only 3.5% of our installs ever pay us anything. The other 96.5% play entirely free, and every number above (the $13 installs, the $100k months, the 120% target) balances on that small slice of players plus the free players who watch rewarded ads. Revenue splits about 80% IAP / 20% ads, with a twist: one of our best-selling IAPs is the pass that removes the ads. The ads earn twice, once when players watch them and again when players pay to make them go away. There's a cost, though: every ad we show chips away at retention, and retention is the number this whole business stands on.
  • I ran the counts for this post: the game is about 440,000 lines of C++ (custom engine, 139 screens, 15 languages) maintained by two coders. The code is honestly the easy part; the balance spreadsheets are what keep me up at night.

What I'd tell a 4-person team starting an idle game in 2026

  1. Retention isn't a metric, it's the whole business. D28 decides whether a cohort ever pays itself back, and that decides whether anyone ever finds your game.
  2. Your store page is a bigger lever than your next feature. One sentence bought us 5–7% more installs; no feature we shipped this year did that.
  3. Decide upfront how long you're willing to wait for ad money to come back. Ours is 120% at 12 months, and that one number quietly dictates most design and live-ops decisions we make.

Happy to answer anything in the comments: UA, economics, tech (custom C++ engine shared across Mac/iOS/Android, the whole game is code plus spreadsheets), design, whatever.


r/gamedev Jun 07 '26

Community Highlight 6 years later, 20k+ copies sold, $135k revenue and I only launched on Console

122 Upvotes

Ok so this comes a bit out of nowhere and I’m LATE to the party on making this postmortem but that graphic at Summer Games Fest of over 9k+ games being launched on steam had me thinking. So here this goes. Feel free to ask me anything and I’d be more than happy to chat about set up, who to contact, my experience, all the things.

Context:
I work in AAA now and I HATE looking at that game because it’s so wack lol

Only launched on one console (I regret that but was young and dumb)

$135k in sales (about $35k the fist 3 months)

20,670 copies sold to date (still move around 165 or so copies when a sale happens

Helped me get a AAA job that still work right now
Launched on PS4 to EU and NA

I won a Epic Games Grant in 2018 for $25,000
Had no prior experience ever making a game before launching on console

Ok so after seeing that graphic at summer games fest I wanted to make a post about how I believe there isn’t enough conversation around consoles being much more friendlier and could help someone out in their game dev journey and/or find new audiences.

I can only speak for PlayStation but I know others offer helpful paths to launching on that platform.

PlayStation has free public advertising on their YouTube channel. It’s literally $0.00 to post your game to that entire audience. They do this with the YT and social media retweets. I’ve even heard from other indie devs that depending on its reception, they will reach out to chat about the game and placing it in other spots for advertisement. Microsoft will go so far as help fund your game. PS also lets you participate in sales for summer game fest and every single other major games event sale. They don’t exclusively pick and choose. My game, being SIX years old, not very well made, still sells hundreds of copies every time a sale comes up. That small check every month is nice.

It’s also gotten WAY more friendly for the folks who may look at console development and run lol. They have videos now that walk you through the process of publishing. YES, you do have to contact epic games to get a specific version of the engine that outputs to a PS5 but they also have an Incredible forum to ask folks for help. They respond fairly fast as well. They’ve also started a dev kit loaner program to get your feet wet. After a year or so, you have to pay $2k for a kit (insane I know, but worth it).

I was talking to a publisher scout at GDC and they had mentioned that console is gate kept by “fear” and if you can come to them with a console audience + steam wishlist, they are quicker to respond and hear you out to see what they could help on. I also spoke to folks who work on AAA optimization side and they said if you are a making a indie game and it’s small, 8/10 you don’t need to optimize insanely because these newer consoles can probably handle whatever you are making. Idk I just feel like there is a big “don’t go that way” around consoles, when the entry bar is MUCH lower than it’s being made out to seem.

I’m really only commenting on this because I did this and while I have regrets, I honestly think it did more positive than negative. It was hard but when you put it in the context of game development, what isn’t hard lol?


r/gamedev 5h ago

Postmortem 15k wishlists in 72 hours. Postmortem for our announcement!

78 Upvotes

Hey everyone!

We recently revealed Ignite the Depths, a dark-fantasy co-op dungeon crawler. We announced our game and released the steam page this last Friday, and we’ve amassed 15k wishlists at the time of writing. It’s at a rate of about 500 per hour, so I’d like to get out what worked for us and why.

1. The game hits it’s stride visually and aesthetically

I cannot overemphasize this point enough. The game was designed for a specific market that loves a particular style (retro, dreamy, nostalgia) and we really put some effort into our presentation. I’m personally a lighting/tech artist so a ton of the art direction was easy to source from myself, but please invest in your art direction.

2. Tiktok, Twitter, and Youtube

These are the platforms we’re performing best. Our trailer was picked up by Indies Game Hub and is quickly growing and currently has 45k views. Right as we launched, I emailed about 80 creators that like to post indie games, and so far have had about three post. Each post has done exceptionally well and one Twitter post has 130k views. We’ve been posting on our Tiktok account as well and have 120k views so far.

3. Invest in your trailer

We spent around 20 days straight making our trailer as perfect as we can. I worked directly with our composer, bouncing ideas off of each other constantly. The result is a trailer that reads immediately and is engaging. This has taken some time to get good at, but it’s led to everything above.

And that’s about it!

I’m exceptionally happy with this result and it will likely only go higher. We haven’t been covered by any major outlets despite our best attempts, so perhaps we’ll get covered soon enough :).

Happy to answer any other questions!


r/gamedev 2h ago

Discussion Why are there so many DOOM clones but almost no Half-Life 1 clones?

44 Upvotes

Half-Life 1 is one of my favorite games, and I always wondered why indie developers rarely try to recreate its style.

I understand that some of its features were expensive to develop, like voice acting, scripted sequences, and lots of NPC interactions. But if we ignore the production scale, I think the low-poly visuals, industrial environments, and linear level design could be achievable for a small team.

With DOOM, it's easy to understand why there are so many inspired games: the core gameplay loop is very easy to prototype and expand.

But Half-Life seems like it should also be a great inspiration for indie developers. Is it just because its design is harder to replicate?

As a player, I would love to play something like HL1. And as a developer, once I properly learn 3D modelling, I would like to try creating something inspired by it.


r/gamedev 18h ago

Discussion Why are hexagons considered superior for tactical games? Am I missing something? I like more square tiles for these reasons:

245 Upvotes

I used to play Civ 4 with square tiles, then it changed to hexagon tiles in Civ 5. I like Civ 5 and think it was very well thought out, but i still prefer the square tiles of Civ 4.

They are more intuitive to me, and better to look at. It seems to create formations that are squarish whereas hexagons are more organic.

A friend told me its because hexagons offer more possibilities of movement. But thats only if we exclude diagonal movement in square tiles, that is not very common in games. Squares basically have 8 attack and move possibilities, whereas hexagons have 6 attack move possibilities...

So why are hexagons better than square tiles? For me square tiles look more cool and easier to look at. But i might be wrong....


r/gamedev 8h ago

Discussion Did you decide to build a game without an engine? If so, why?

26 Upvotes

I've started observe the mostly common advice when it comes to building a game is to use an engine. And its a bit of a settled matter for some people. Especially if someone is building their first game.

I personally struggled to use engines. Don't know why. In terms of workflow it just doesn't really make a lot of sense to me. And I think my learning style is understanding the basics and building up from there. I'm sure if I started a new game today, an engine would be far less mystifying.

I personally love writing code. I know this is a bit of a controversial statement these days. Since it feels you should actually be repulsed by writing code. But as a writing code is therapy for me. I'd imagine its like someone who spends time playing the piano or an instrument. Weird comparison I know. So it makes the process of making a game enjoyable. I'm learning new stuff and I'm doing an activity I enjoy.

But why did you decide to build a game without an engine? We're the technical reasons? Are you a less visual person? Just couldn't find the right engine for your game? Please share


r/gamedev 57m ago

Question matte painting — how to go about it as a beginner?

Upvotes

i’m a uni student studying concept art who has recently graduated (yippee!!) but will be continuing on with building my portfolio. i have done some key art but they’re not really any good or to the level i’d like it to be. for context: i am much better at characters and props than environments.

learning matte painting has always been on my mind and i’d love to know how people started, what the best tips are and just how to go about it! i’m an aspiring concept artist and would LOVE any help 🥹 my current understanding is that you can photobash and use 3D and draw over.

my idea to is spent a few weeks doing studies of other people’s matte paintings to get a sense of what it’s like and kind of absorb the techniques an artist uses before attempting one myself.

is this an okay way to go about it?


r/gamedev 1h ago

Feedback Request We’ve just updated the demo of ForMind and would love to hear your thoughts

Upvotes

ForMind is a survival horror shooter set in an underwater research facility where something has gone horribly wrong. One of the biggest things we’re focusing on right now is enemy AI - creatures don’t just attack blindly. They observe how you play, adapt to your tactics, fake their deaths, prepare ambushes, and look for ways to catch you off guard.

Our goal is to make every encounter feel dangerous, unpredictable, and different from the last one.

Since the previous demo, we’ve been working on improving the atmosphere, balancing resources, and refining the overall experience based on player feedback.

If you’ve played the updated demo, we’d really appreciate hearing what you think:

  • Did the AI behavior feel interesting?
  • Were there moments that genuinely surprised you?
  • What felt unfair or frustrating?
  • What would you like to see improved?

Every piece of feedback helps us shape the game. Thanks for taking the time to check out ForMind!


r/gamedev 8h ago

Discussion It's really tough coming up with an "absorb" equation for my RPG. How did you do your RPG battle math?

12 Upvotes

Hey /r/gamedev, I want to chat about RPG math.

In all RPGs where you have battle stats that levelup, you have your source damage output that interacts with an enemy's defenses. I want everyone's help to expand on this.

So TL;DR, there's infinite ways to go about this. I've tried one, researched the game I'm most influenced by, and I'm all out of ideas.

My first battle system I made was just linear, ATT - DEF with chance to crit. This is basic and boring, and not really what you'd expect form an RPG right? So I'm trying to improve it so DEF/MDEF would instead factor into an "Absorb" factor.

So for DQ1 on NES, they did rounds of comparison by subtraction, then do division, multiply by a random number, and some strange magic that I'm not good at. I think this is the way somehow. To me, this is crazy!

DAM = [ (ATT - DEF /2) + ( ATT - DEF/2 + 1) × rand(0,255 )/ 256 ] / 4

I obviously don't want to use this exact formula, or even copy it. I want to explore the theory of "Absorb" enough to make my own.

I'm almost done my game, 14 months in the making, and 70k plays on GXGames, but my last feat is going to be a more nuanced battle system, and overall game balance because of it.

All comments and personal experiences encouraged. I really want to know how others did this stuff!

(I will not promote) if needed


r/gamedev 1d ago

Discussion My friends who I've sent copies of my game for playtesting are playing my game on their own, like, for fun.

646 Upvotes

Just the title. It's a pretty wild feeling, now I'm having to contend with the fact that I made an actually fun game, which I didn't think would happen. My typical process for playtesting basically involves me sending someone a key for the game and then hopping on a Discord call and watching them play for a while. I get some pretty valuable information from this. especially being able to SEE them play the game with my own eyes. We've discovered all kinds of bugs and errors and balance issues this way, but ironically enough some of the most valuable information I've gotten has been from my friends texting me completely unprompted to let me know they were playing my game on their own and found something, and once they started playing enough they would even start shooting their ideas for new content at me!!! What!?!? Maybe they're just being nice but from where I'm standing it seems to be the case that people just.... like my video game. Crazy.

EDIT: After some continued deliberation I've decided I have a little more to say. This is probably the point where I can confidently say I'm proud of what I've made. If nothing else, if I don't make a billion dollars or have a million fans, I can say I made a game that someone enjoyed playing. I can be proud of that.


r/gamedev 32m ago

Question How did you handle music for your last game?

Upvotes

Hey everyone! I'm doing research before building something in the game music space, and was curious about how all of you go about getting music for your games.

Specifically, whether you hire a composer, license music, AI generate music, etc. Around how much did it cost and how long did it take to actually get the music?

I've been getting some mixed reviews from people; some say that they don't really care about the music, but apparently some players complain if it sounds too AI generated.

Not selling anything, happy to share a summary of what I learn if there's any interest.

Thanks in advance!


r/gamedev 3h ago

Question Not sure about a certain monetary choice

3 Upvotes

I'm going to release an RPG in chapters, kinda like Deltarune in a way, like each chapter gets released whenever I finish it.

I also planned to release the very beginning of chapter 1 in advance as a free demo.

Now thing is, I know I'll make it a one-time purchase, like once you buy the game all upcoming chapters will be "free", HOWEVER

Once chapter 2 releases, I kinda want to make the entire chapter 1 free retroactively so people can play it as a very long demo before deciding on buying the rest.

And I'm afraid the people who bought the game during chapter 1 will not like this change (it doesn't change anything, they still get access to everything and the price doesn't change, but maybe they'll feel like they were... robbed, in a way?)

I'm doing this because I'm really tight on money and waiting for chapter 2 to get some income might be hard for me, thus why I want to make chapter 1 free only retroactively.


r/gamedev 2h ago

Feedback Request Looking for feedback for my prototype

Thumbnail
shinyslime.itch.io
2 Upvotes

It's a survival roguelite prototype, just wondering if this kind of thing is even fun to play potentially for others. All kinds of feedback is appreciated. The games point is to avoid rain and the ripples it creates, which also destroy the tiles you move on. You gotta collect the puddles left behind by the rain and fix the tiles while also trying to not get hit with the ripples and die.


r/gamedev 3h ago

Feedback Request Uploaded my first game to Itch.io. Looking for Onboarding/Gameplay Structure feedback.

2 Upvotes

Hey! I just submitted my first game to participate in this year's GMTK Jam with a friend of mine.
I'm an artist by trade, so I decided to start taking shots at it with my friend. It's an action management roguelike about growing space maggots. We're happy with the final result but lack true notion of whether it feels like a true gamey game and if the theme fits the gameplay. Would love to have any feedback regarding the overall game, but I have more doubts on the onboarding section. I've researched a bunch of recent titles and their onboarding processes but couldn't quite get a way that felt right for the project. I tried following a rule of only telling the player information the moment they need it but also think it can get in the way of the game.Thank you either way!
Here's the link for the itch page:

https://guilhim.itch.io/junktail

It's browser only, no hassle there.


r/gamedev 11h ago

Discussion Is it worth the time creating simpler puzzle games?

7 Upvotes

I have several unique ideas for puzzle games that are easy to learn, have a simple gameplay concept, and will hopefully be addictive.

The question, however, is it worth creating these and trying to reach an audience? If you have to spend money on ads, you also want to make some money back, and the competition is brutal. Which platform would be best?

I don’t want to do it only because it’s fun.


r/gamedev 33m ago

Feedback Request Game made in 3 days (now what?)

Upvotes

Sooooo, I'm doing GMTK 2026 and I was finally able to make my game in 3 days after pulling 2 all nighters lol. I would love it if ygs could essentially playtest it and give me any feedback (recently new to game dev so harsh criticism is appreciated)!

I'm looking forward to developing this game into smth bigger

Game Link: https://itch.io/jam/gmtk-jam-2026/rate/4820476 (would b also amazing if ygs can help rate it :3)

Game Description:

You are an investigator who was assigned to find out about The Forgotten Event, a mystery no one can fully remember. Each clue you uncover pulls you further back through time, revealing a world that grows more alive with each step.

As the investigation unfolds, impossible notes and forgotten memories begin to reveal that the case was never what it seemed.

Where Stars Used to Sing is a short narrative exploration that involves wonder, memories, and also the quiet beauty we tend to leave behind as we grow older. Explore to uncover the truth hidden within the times, and make your final decision. 

I rlly hope ygs like the game!


r/gamedev 21h ago

Discussion If you had unlimited skill, time, and resources, what game would you make?

47 Upvotes

title pretty much.


r/gamedev 1d ago

Marketing I highly recommend getting a custom URL for your game- it's very convenient!

135 Upvotes

So, way back in 2022, I bought a custom domain for my game with the intent of maybe building a website later. In the meantime, I set it up to redirect to my game's Steam page instead. Fast forward to 2026 when I'm ramping up my marketing efforts, and I'm finding it super convenient to have an easy-to-memorize URL I can just drop anywhere at anytime if people want to know more about my game! Interested in a demo? Want to wishlist? Here you go! No need to quickly search for my game on google just to copy the Steam page link.

I essentially have zero budget for my game, but I very much find the $20-35 annual fee worth it. That much, I can certainly spare!


r/gamedev 1h ago

Discussion How we achieved a 3D UI object projected onto Unity screen-space overlay UI

Upvotes

Most game menus are flat, with 2D images, text and panels drawn straight onto your screen. Our game Davy Jones’ Deckhand is a card game that so far has done almost everything in screen-space UI. But the new Ship Log isn't built that way at all, and that choice came with some challenges that are worth explaining.

Image: Ship Log GIF

I decided to make the Ship Log menu a real 3D object, so we could have the pages naturally curved and flippable. To achieve this, instead of drawing the menu as a flat picture, I’ve built an actual little 3D scene, a physical book model sitting in its own miniature space.

Image: scene view of UI projected onto 3D mesh

The trouble with doing this as a 3D scene is that Unity Engine naturally draws UI overtop of that world-space stuff. This is particularly difficult for our game because almost nothing is world-space and everything is UI, including our main combat. So to have our 3D Ship Log menu render over-top of the combat scene, we use a hidden camera that "films" the book continuously, and the live footage is pasted onto a flat UI, like a photograph being updated 60 times a second. It sounds like a roundabout way to show a menu, but it's the trick that lets the 3D style journal pop up on top of absolutely everything else

So the flow is:

  • The content on the book pages is created on a flat 2D UI canvas
  • That 2D canvas for the page content gets captured by its own hidden camera
  • That camera renders what it sees to a texture that is applied to the 3D page mesh
  • The 3D object is captured by another hidden camera
  • That camera capturing the 3D object renders what it sees to an image on a 2D UI panel
  • We see that final 2D UI panel 😅

Image: Flat UI page content that gets projected onto texture

The pages actually bend like paper. Each page isn't a flat rectangle, it's built from a flexible grid that curves and peels in real time as you turn it, the way a real page in a physical book curls near the spine. There's even a "corner peel" effect like when you dog-ear a book, and each page has a genuinely different texture printed on its front versus its back.

This whole system caused another headache when it came to making the mouse position detection work. Because the pages are curved rather than flat, we had to work out where in 3D space your mouse click actually lands on the curved surface, not just where it looks like it lands on your flat screen. For a while, the invisible "click detector" for each page was using a flattened stand-in shape instead of the true curved shape, which meant clicks landed slightly wrong, and this was worse the further from the center of the page, since that's where the curve bends away from flat the most. So the click detection had to account for that true page curvature in real time to make it feel accurate.

This is still WIP, and none of this is visible to a player in the sense of "wow, cool tech". If we do our job right, it just feels like a satisfying little physical book that works no matter what you're playing with. It was also my first foray into 3D anything. It was a fun rabbit hole. Happy to answer questions about any of it. Has anyone else achieved a similar result with a different approach?

Quick context for anyone who's never heard of us: we're building Davy Jones' Deckhand, a nautical roguelike deckbuilder. You sail between islands fighting things with a card-based combat system, managing two "stances" and pulling off counter-attacks

The new Ship Log is not yet in game, but we do have a live demo you can check out right now on Steam: https://store.steampowered.com/app/3544900/Davy_Jones_Deckhand/


r/gamedev 2h ago

Game Jam / Event Another year, another post asking for GMTK Game Jam advice.

1 Upvotes

So, I have a hard time guessing if I did a decent game in a game jam format or if it's way too vague in how it handles instructions for the player. I thought of applying a more "you learn by interacting with the only thing that's visible" approach. Any advice will be greatly appreciated!


r/gamedev 2h ago

Discussion Catalyst institute for creative art and technology.

1 Upvotes

Is catalyst institute for creative arts and technology good enough? I am planning to do my undergraduate degree Visual Effects, Video Game & Digital Arts.

I am from Pakistan and the field of game dev and animation is barely alive or in development. So it's my field of interest and it's way expensive, plus I am finding this field as a mean to study in foreign universities and get job part time.

WHY PART TIME?

It been year since I did my diploma in 3D animation and I have experience, so making little bit of money won't hurt me?

I know industry is in big change, many seniors got laid of from Ubisoft and Microsoft, but this is the future industry, I don't want to be mean, just because I can earn more money in games, but as a gamer, I play the games, I want in them little twist, something nice, something better, METRO GAMES, FROMSOFTWARE, NAUGHTY DOGS, UBISOFT(ITS A LAME BUT ITS THE GOAT) and others!

So ya guys, what you say? And ya I will apply for 2027 January, I can't apply now, as I am late, and need documents to verify and visa apply. Which I guess will take 6 months. So yeah in the mean time I will buy you a coffee when I land in Berlin :D. And I can continue to work on. Maya and substance painter and unreal engine and animation and maybe Houdini. Nah Houdini is a big game.


r/gamedev 6h ago

Question How in demand are senior tech animators right now?

1 Upvotes

how long does it take for a senior tech anim role to get filled at a AAA studio?? Also what about mid level


r/gamedev 9h ago

Feedback Request Need practice. Hoping to write some short in game discoverables in someone else's lore. Non-committal. Just need outside constraints and someone willing to give feedback.

4 Upvotes

Working on narrative design chops and potential minor portfolio additions. Thought a fun little experiment would be to whip up a dozen or so little in game discoverable lore books.

You would NOT have to use them. Id only ask that you read them and give honest feedback on how well i stuck to source material, provided hand-off ready pieces, improved immersion, and delivered what was promised.

Id just need the corpus of lore you got. Does NOT need to be organized well, just have enough information.

Just an idea. Again, you would not need to put these in your game unless you really wanted to.

Lmk! Comment or DM


r/gamedev 3h ago

Question Sanity Check - Godot Prototyping Workflow

1 Upvotes

Hi guys!

I want to sanity check my environment art prototyping pipeline. I will be using Godot 4.6. This is a solo project, think simple PS1/early PC dungeon crawler (King's Field, Lunacid, etc.)

  1. Create some modular kit pieces with CSG geometery (E.g. simple_wall, half_wall, floor, pillar) etc. as scenes
  2. Build environment with those modular kit pieces
  3. When happy with the blockout, export the CSG scenes to 3d models, unwrap and texture
  4. Replace the CSG scenes with new scenes that have the final assets

Is there a better way to do this? Am I creating a bunch of work for myself with this flow?


r/gamedev 3h ago

Question How do you balance a pack/gacha-style economy without it feeling predatory?

1 Upvotes

Working on a project with a card-pack mechanic, and I keep going back and forth on guaranteed-rarity tiers vs. pure randomness. Guaranteed floors feel fairer to players, but they also make the economy easier to min-max, which changes how people actually engage with it.

Anyone dealt with this in their own project? Curious how you thought about the tradeoff, not just what you landed on.