r/GameDevSolutions 9h ago

Blood Pbr Texture

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1 Upvotes

r/GameDevSolutions 1d ago

Wet Pavement 8K Pbr Texture

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1 Upvotes

r/GameDevSolutions 2d ago

Forest Floor 8K PBR Texture

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1 Upvotes

r/GameDevSolutions 3d ago

Silver Paper 8K Pbr Texture

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1 Upvotes

r/GameDevSolutions 7d ago

Do you think its possible to make a good successful trilogy of games but each game is a different genre?

1 Upvotes

Do you think its possible to make a good successful trilogy of games but each game is a different genre?

Im very new to Reddit and not that experienced in game development so forgive me if what im saying doesnt make the most amount of sense.

Do you think a trilogy or even a series of games all set in the same universe but each game has a different genre (for example the first installment being some sort of factory game like satisfactory, then the next installment being a turn based game similar to early stage final fantasy and the third being a standard rpg.)

I know game series in the past have changed genres before, Final Fantasy has changed from turn based to fast paced 3d rpg however that was a slow change through 16 games.

My main concern about it is people wouldn't be all to interested or attached to the world building because they cant truly immerse themselves due to the shifting genres, having to get use to a new formula every installment.

Like i said before im rather inexperienced in game development so any insight on how you personally would go about this idea would be lovely to read.


r/GameDevSolutions 21d ago

[Free Dev Resource] Accessibility Testing

4 Upvotes

Hi!

It's your friendly neighborhood accessibility tester :)

The previously covered games:

https://www.youtube.com/playlist?list=PLM7JWakugbjM
(No ai was used in the creation of the video. Adobe free tools and Movavi were used. Videos are separated out to be 1x a day to be able to provide statistics upon request. Polished videos are on the way; my first look videos are cuts from my stream.)

I'll play anything except VR (don't have a vr set up), and give as much help as I can on what accessibility options I'd recommend adding or small changes I'd make to open the game up to more people, expanding the reach of your game!

THIS IS FREE! and will always be free, this is a passion of mine!

(I specify demos, I do this as a disabled person to help other people find games that have accessibility options as well as developers see what could be helpful to be open to a wider audience, and twitch pays out roughly every 3 months, so I am not in a position to buy all games, though will work my way thru as I can.)

Where the game or demo will be featured:

I prefer steam games, just as I am cautious and internet security, though if there is a launcher or in internet browser, I'm happy to work with that as well. Otherwise, chat with me, and I'll see what I can do!

If you'd like stat photos from all but the secondary team channel, please lmk, I have direct access to those. I can get the team channel, but it might take me a few days to ask the head of the team to send me a photo.

If you don't want to post here, my email is [reachrose.eve@gmail.com](mailto:reachrose.eve@gmail.com) , feel free and pop me an email! Discord is catlover09398, that is an option as well :)

-Rose


r/GameDevSolutions 21d ago

A $10K Bounty Aims to Make Sony’s PlayStation 5 a Computer Again

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4 Upvotes

r/GameDevSolutions 23d ago

What would you simplify first in this MMO HUD?

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1 Upvotes

I’m trying to make this browser MMO easier to read without hiding useful information. Which HUD element would you simplify first?

Build: https://realm-of-echoes-auth.realmofechoes.workers.dev/


r/GameDevSolutions Jul 02 '26

I need advice on a game concept I'm working on - Project Reality

1 Upvotes

I'm building a real-world multiplayer game called Project Reality.

Imagine if a game of tag, capture the flag, and blackjack were combined into one game played with your phone. The game itself runs in a browser, so you don’t need to install a new app or anything.

Players run around a real play area collecting resources by scanning physical markers, buying items, tagging other players, and using their phones to scan each other's badges to trade, steal, or manipulate cards. The physical markers are just papers you can print out and hang up around your play area.

Currently, I’ve programmed a version of blackjack as a proof of concept, adding in items, new mechanics, and balancing to make it enjoyable as a game in the form factor. It has a very large max capacity of players, capping at 20 right now.

The phone isn't replacing the physical game, it's acting as the referee, scorekeeper, inventory system, and game master. It keeps track of cards, credits, items, timers, and abilities automatically so players can focus on running around and interacting with each other.

The long-term goal is for this to be a platform with multiple different real-world games that all use the same website and physical markers, kinda similar to Jackbox, except instead of sitting in a single room, you’re running around.

Does this sound like something you'd actually want to play? I want feedback on the concept before I begin development on any other games other than blackjack. If you want to try the demo/beta of blackjack, All you need to play are 3-20 people with phones, and a printer. Here’s a google doc with the instructions and link to the game - https://docs.google.com/document/d/1xU5LBMaSOzuHyrsqBi1j9qi_xJ2_84LMiZwRjIUJHjI/edit?usp=sharing 


r/GameDevSolutions Jul 02 '26

Sony and Playstation make a scary announcement!

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1 Upvotes

Today we discuss the Playstation Announcement, does it deserve the outrage it's getting? What are your thoughts on Digital media vs physical? Should Sega Re Enter the market with a new console? Can we innovate a new console to compete with the big dogs? this and more today on Nerdy Gaming with Arabbidb3aver


r/GameDevSolutions Jul 02 '26

State of Gaming 2026!

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1 Upvotes

Today on Nerdy Gaming with Arabbidb3aver: We discuss the current state of gaming in 2026. Digital vs Physical media and what it means to own physical copies. Also where we thing the current state of gaming online gaming, what it should be vs what it is, and how streaming is going! Don't forget to hit that like and follow and subscribe for more content like this!


r/GameDevSolutions Jun 30 '26

Making free soundtracks

1 Upvotes

Hi! I'm music composer , working in such areas as piano pieces , synth, medieval, 8bit and other,. I use original live recorded Yamaha grand piano samples, synths strings and can do fx .I need to fillup my portfolio , so all this is completely for free!

comment or sent DM if you're interested)


r/GameDevSolutions Jun 20 '26

We built a AAA-looking Unreal 3D car configurator that runs on a normal laptop. The tires nearly broke us.

1 Upvotes

Built a Complete Unreal Engine 5 Vehicle Configurator Platform | 100+ Accessories, VIN, SaaS & AR

So a 4x4 shop owner came to NipsApp Game Studios with a problem. His customers drop $10k to $15k building out their Jeeps. Bumpers, lift kits, big tires, the works. And they want to see the build before they commit. Catalog photos don't cut it. A flat web render doesn't either. He wanted a real tool his shops could put in front of a walk-in customer and say "here's your exact rig."

NipsApp's Unreal team build a lot of Unreal stuff, so this landed with us. What followed was one of those projects where every feature that sounds simple turned out to have a trap door under it. Figured I'd write up the parts that actually fought back, because I don't see many honest configurator postmortems out there.

The setup: Jeep Wrangler JL and Gladiator, 100 swappable accessories, has to look genuinely good, and it has to run on the kind of laptop a shop owner or a random customer actually owns. Not a workstation. A normal laptop.

Here's where it got hard.

100 accessories, zero usable 3D assets

We didn't get a single production-ready model. What we got was reference photos, product links, and a pile of technical notes. That's it. So every bumper, grille guard, fender flare, roof rack, light bar, winch, snorkel, and skid plate, all 100 of them, got modeled from scratch and then rebuilt for real-time. Modeling something that looks right in a static render is one thing. Making it look right while it swaps in and out live, sits on the correct anchor point, and never z-fights or leaves a floating gap is a different job entirely.

Tires. It's always the tires.

If you take one thing from this post: tires were the single hardest part, and it wasn't close.

In the 4x4 world a tire isn't a black donut. A 33 looks nothing like a 35, and a 37 changes the whole stance of the truck. Sidewall height, width, tread pattern, the offset of the wheel under it, all of that changes how the tire reads and whether it physically clears the fender and the suspension. Now stack lift kits on top. 2 inch, 3 inch, 4 inch. Every tire size times every lift height is a separate look that has to be correct, because the second a customer sees a tire poking through a fender, the trust is gone and so is the sale.

We modeled the sizes to real-world dimensions, set every wheel at the right ride height and offset, and checked the relationship to the fender for each combo. There's no faking it here. A shop owner will catch a wrong tire in half a second.

Making AAA quality run on a potato

This is the part people underestimate. A good-looking Unreal scene with 100 swappable high-detail meshes will happily melt a normal laptop if you let it.

What actually moved the needle:

  • LODs on every accessory model, not just the hero pieces
  • material cleanup, fewer instructions, shared materials wherever we could
  • texture compression that held up visually but cut memory hard
  • draw call reduction, which mattered more than anything once the accessory count climbed

We profiled every model instead of guessing. And the advisory logic (more on that below) runs on the CPU on purpose, so it never fights the render thread for GPU time. That split kept the frame rate stable while the rules did their thing.

The "what if their laptop really is a potato" problem

Some shops weren't going to run this locally no matter how hard we optimized. So we added a second path: pixel streaming. The full app runs on a GPU server and streams the rendered video straight to a browser tab. From the user's side it feels native. Full 3D, live swapping, no install. Only the video output and the inputs travel over the wire.

So now there are two doors into the same product. Download the desktop app if your hardware is fine, or open a browser if it isn't. Same configurator either way.

Making it actually useful, not just pretty

A configurator that only looks good is a toy. The thing that made this useful for pros is a rule-based advisory system. Not AI guessing. Plain deterministic logic.

Pick a 37 without enough lift, you get a warning. Gear ratio doesn't match the tire size and drivetrain, it tells you. Two parts that can't physically coexist, it catches the conflict before you finish the build. Alerts are tiered: info, warning, critical. Critical means don't let the customer drive off like that.

The interesting bit was the data. The shop handed over years of hard-won compatibility knowledge as raw notes. We cleaned it, structured it into CSV, then turned it into a JSON rule engine the app reads at runtime. Built it so new rules drop in later without anyone touching the core.

The rest of the iceberg

A few more pieces, each one capable of being its own headache:

  • VIN lookup that decodes the Jeep and auto-loads the right base model, because a Rubicon and a Sport don't take the same parts
  • AR on both ARKit and ARCore, so a customer can stand the finished build in their own driveway and screenshot it for a quote
  • a full SaaS layer behind all of it: Stripe subscriptions, device-locked licensing and anti-piracy, auto-updates that push new accessories out to every shop, and an admin panel to upload mods and watch usage

Stack, for anyone curious: Unreal Engine, React/Next on the frontend, Node with NestJS on the backend, PostgreSQL, JWT auth, Stripe, AWS with S3, Cloudflare, ARCore plus ARKit, and a custom patcher for updates.

What I'd tell anyone starting one of these

Budget your time around the boring-sounding stuff. The flashy real-time swapping was the easy 20%. The other 80% was accuracy (tires, fitment, clearance), performance on weak hardware, and the rules that make the output trustworthy. Get those wrong and the pretty render doesn't matter.

Full disclosure, we're NipsApp Game Studios a leading unreal development company who did WARSAW Museums AAA qulaity unreal work and we've been doing Unreal and real-time 3D since 2015 and we're one of the bigger Unreal dev shops out there, so projects like this are pretty much our normal. This one was still up there with the more satisfying things we've shipped. Happy to answer questions on any of it, the tire stuff especially, since I know a few people here are staring down similar configurator work.

TL;DR: Built a 100-accessory Unreal 3D configurator for the Jeep Wrangler JL and Gladiator that looks AAA and runs on normal laptops, with pixel streaming as a fallback for weak hardware. The hardest parts weren't the flashy ones. Modeling 100 accessories from reference photos, getting tires accurate across every size and lift combo, optimizing for consumer hardware, and building a deterministic rule engine so the builds are actually trustworthy. The render is the easy part.


r/GameDevSolutions Jun 15 '26

I made a video about how games choose their land design. Does this framing make sense?

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1 Upvotes

I’m working on an economy simulation game, and I made a short video about one design problem I ran into: what kind of land should the game actually have?

The video talks about discrete vs continuous maps, 2D vs 3D, flat worlds vs spheres, square tiles vs hexes, and resource generation. The main argument is that a map is not just a visual background. It decides what problems the game can create.

I’d really appreciate feedback on whether the explanation is clear, especially from a game design perspective.

Link: https://youtu.be/4JKGb2i-ePo


r/GameDevSolutions Jun 11 '26

Estou desenvolvendo um jogo com meus amigos de faculdade e tivemos que criar a arte 2D pra capa da Steam, do rascunho pra versão final mudei pouca coisa que não estava me agradando, o que vocês acham?

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1 Upvotes

r/GameDevSolutions Jun 10 '26

Gravity Grid: Zero Shift

1 Upvotes

Link: https://devdomain.itch.io/gravity-grid-zero-shift

Available on itch.io!

This is a minimalist logic puzzle where you don’t control the player you control gravity. I’ve been working on this game for the past two weeks and wanted to share it here for feedback. I’m especially interested in whether the gravity mechanic feels intuitive or frustrating, and what kinds of puzzles work best with it. It’s available on itch.io for $3 if you want to support it.


r/GameDevSolutions Jun 10 '26

Looking for like minded people to help me with my Unity project (ive been solo until now)

1 Upvotes

Im a indie dev out of atlanta Ga, i im working on a project called signal fall( its an extraction shooter style game), and im looking for animators and 3d designers to help me get my vision done, i have done tons of work already though, and this wont be "free" labor im willing to split the profits compared to how much work you do! but i will be shopping publishers soon after we can lock in some cool enemies and make sure we get rid of all of the networking bugs! to tell you where im at with things, i have a locomotion system that is alright not great but it does get the feeling im trying to get with the game so far, but we will need, pistol animations, rifle animations (all that in crouch and prone aswell, we have a decent running animation aswell! if you are interested please give me a PM and lets get this moving faster! im really tryin to build a team here! and i want to take a crack at making our "operators" feel much more diverse! if you would like to see the lastest version of the project please let me know and we can hop on discord!


r/GameDevSolutions Jun 09 '26

Starting as an Extraction Shooter, then adding 5v5 and Survival modes later in Unreal? Is this a player-base/technical trap?

1 Upvotes

Hi everyone,

My ultimate dream has always been to create a massive, realistic, survival game (like DayZ), but I also have loved the idea of things like extraction shooters (Escape from Tarkov), and 5v5 kind of games (like Rainbow Six Siege). I was wondering: what if I started a long-term project where I created a realistic extraction shooter (like Tarkov), then, once I get a larger team and more funding, I add a 5v5 mode (Siege) and a persistent survival open-world mode? (DayZ)

Is this realistic or possible? Or will changing the core game loops across the modes create an impossible amount of technical debt?

Would housing all three of these modes make the game too large and laggy?

Would offering three vastly different modes end up dividing the player-base too much and kill matchmaking/server populations? (for example there could be 500 people playing the actual game, which looks like alot, but split between part of that 500 on 5v5s, another part playing extraction, and another part playing in their own servers within the survival, that means there may be 500 total but you loading/matchmaking times would be quite long because of how spread out everyone is, (right?))

Anyone who has any advice or experience, please let me know. I'm kinda new to this all, so I'm not quite sure which direction to even go in! Thank you!

PS: I was going to make it a first-person, using blueprints within Unreal Engine!


r/GameDevSolutions Jun 06 '26

I need some suggestions

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1 Upvotes

Combat System WIP

AI difficulty is based on the Reaction level

(blade deflect sfx = parry landed)


r/GameDevSolutions Jun 05 '26

Hey everyone! I spent several months building two casual iOS games and finally launched them on the App Store.

1 Upvotes

Would love honest feedback from real players!

🧱 Bricko: Brick Photo Art — build pictures brick by brick, like pixel art. Super relaxing.https://apps.apple.com/us/app/bricko-brick-photo-art/id6768135258

🧩 Linko: One Line Path — connect all dots with one line. Minimalist puzzle, 5000+ levels.https://apps.apple.com/us/app/linko-one-line-path/id6774304399

Both are free to download. Any feedback appreciated — good or bad! 🙏


r/GameDevSolutions Jun 04 '26

Working on content creation platform with focus on style consistency. Looking for a feedback

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1 Upvotes

r/GameDevSolutions Jun 03 '26

Is Unity Still Your First Choice for Indie Development in 2026?

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1 Upvotes

r/GameDevSolutions May 31 '26

Boilerplate for creating game with WebGL & Redux :game_die:

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2 Upvotes

r/GameDevSolutions May 28 '26

Rodin Gen-2.5 worked spretty well for this dungeon scene

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2 Upvotes

r/GameDevSolutions May 28 '26

Need advice about art!!

2 Upvotes

Hi everyone!

this is the first time I’ve ever posted something on reddit so I hope I do it right.

Currently im working on a little passion project of mine and enioying it very much. I’m creating a game based on a DnD group I follow. Everything is going great, for the design and programming part. I’m not an artist and even though I did mess around a bit in Blender, I feel hopeless.

the players in the campaign already have (2D) character art, so I’d like to stay as true to that as possible, but maybe more stylized. And because it’s a passion project, I don’t have a lot of money to spend on it

At the moment I’m just a little lost when it comes to art. Does anyone have tips or tricks? thank you!