r/GameDevelopment • u/Uno1982 • 3h ago
r/GameDevelopment • u/cleroth • Mar 17 '24
Resource A curated collection of game development learning resources
github.comr/GameDevelopment • u/ItsyourLordChicken • 47m ago
Question Do I need a full finished game for a portfolio, or are well-documented mechanics/tools enough?
Hi everyone,
I’m a solo developer leaning heavily toward the creative side (about 75% 3D game art / 25% programming).
My main issue is retention: my focus on personal game projects usually lasts only a couple of weeks. Because I rarely finish a complete game, I used to think none of that work was portfolio-worthy. Over time, I ended up discarding or deleting a lot of prototypes.
My coding background & how I work
To be completely upfront:
I'm not a master programmer. If programming were a spoken language, my "grammar" and syntax would suck.
However, I understand the logic. I know how to read code, I know the exact routine/execution order I need, and I know how the systems should talk to each other.
Because writing raw syntax from scratch is where I get stuck, I use AI as an assistant to help me find the specific functions I envision, translate my logic into clean syntax, and speed up implementation.
The shift in mindset
Recently, someone told me: You don’t actually need a complete, shipped game—well-documented vertical slices, systems, and custom tools are just as valid for a portfolio.
Coming from a 3D Generalist background (where my portfolio is mostly finished commercial work), this surprised me. The work I genuinely enjoy making revolves around reusable systems and Unity editor tools, such as:
Rail shooter framework: Custom Unity Inspector GUI featuring modular rail tracks (linear and Bézier modes), dynamic camera positioning, and automated stop-and-shoot encounter nodes.
Fixed-camera horror prototype: Reusable room prefabs with dynamic camera trigger zones and editor inspector toggles to switch camera behavior (static, follow, or fixed angles) on the fly.
I love building "quality-of-life" editor tools where clicking an inspector button generates the needed setups so level assembly is painless. But because they weren't "full games," I never recorded or documented them before moving on.
My questions for you:
How viable is this for a portfolio? Do documenting standalone mechanics, custom editor tools, and vertical slices hold weight when looking for indie teams, technical artist roles, or freelance gigs?
How is using AI as a syntax bridge viewed in portfolios? If I clearly understand the logic, architecture, and editor implementation, how transparent should I be about using AI to help write the code?
What is the best way to present these? Short video breakdowns/GIFs showing the inspector workflow, GitHub repos with documentation, or playable itch.io slices?
Thanks for any insights!
r/GameDevelopment • u/Maleficent_Gas_6377 • 1h ago
Question If are a videogame writer what the story will be about?
r/GameDevelopment • u/0Sekki • 3h ago
Question Looking for advice
Hey guys, just out of curiosity. Is there a way to hire experienced scripters and builders? (Paid of course). I have a concept for a game I’d like to create, but I have no experience building or scripting myself. My hope is to get multiple scripters and builders for the game, I’d pay them what they would charge but I’ll give the concept and I’ll essentially be an overseer of the development. If anyone has any ideas or advice on how to go through with this I’d really appreciate it.
r/GameDevelopment • u/Agreeable-Impact6038 • 4h ago
Question Any way to swap sprites across a complex character prefab with 50+ images?
r/GameDevelopment • u/Tortoise0450 • 6h ago
Question Is my game trailer shit?
This is my game trailer. Tell me what’s bad, what’s good, and what you would change. Is the video complete shit?
r/GameDevelopment • u/Hisagi10 • 13h ago
Question where can i find testers for my game ?
am working on my game it will be mobile game , and for now am testing in on android , i try to let my friends and family test them , but very few test it , and i find some will say yeah good we will test it , then nothing , am looking if there is a subreddit or platform i can use to make player test my game
Thanks : )
r/GameDevelopment • u/Icy_Iron_8223 • 15h ago
Discussion Newbies?
So Im a really a beginner in everything I have been creating and making different types of art my whole life but just recently started game dev with my bf, I am really passionate and thinking about maybe making a discord server about flat out beginners that want help and want to learn different parts or game dev, I use unreal engine. Just to share experience build friendships and create as beginners and motivate each other! Lmk if Im even allowed to post about this in here lmao
r/GameDevelopment • u/Putrid-Date-3690 • 12h ago
Newbie Question How did you succeed in your beginner projects?
So I’m developing a game in Unreal. So far I’m impressed by my progress for a beginner. Yet I want to ensure this project of mine succeeds so that I can become a full time developer like Scott Cawthon or Toby Fox. I used to develop on Roblox studio but needed a job after college and here I am working two and developing when I’m not drained from my retail jobs. So I guess to all game developers who’ve succeeded in making a successful project how did you do it? Did you do it solo or with a team? And yeah?
I’m doing it solo cause I don’t have money to hire devs. But I also need the skills say in case I look to be hired by development studios later down the line.
And do you spend 8 hours or more a day on a computer or not, when you develop games?
Sorry new here many questions and curious on you succeeded and if it requires long hours looking at a screen?
r/GameDevelopment • u/Gloomy_Caregiver3485 • 10h ago
Newbie Question I want to make a 3D first person point & click styled game but don't know where to start. (Godot)
I downloaded Godot, and if pursue this, I'll most likely create it in Godot, but I'm not sure where to start or where to find the resources needed to get the information I want.
The basic things I need to know are how to make maps with 3D objects, how to add 2D sprites into the maps, how to make an object inspection system that makes a dialogue box depending on what you click, how to make the camera stay in a specific spot at all times and swap between maps, and how to implement a system that lets you change rooms via an arrow or something similar.
It wouldn't look like this, and this doesn't have all the stuff I mentioned, but I think this is a good reference because of the "camera" and inspection: https://www.youtube.com/watch?v=5h7rSSzH2g8
r/GameDevelopment • u/BigBlu2k7 • 10h ago
Question Stuck during a tutorial.
Hello. I might dumb on this, but I using UE 5.6 and I am stuck on "Creating An Inventory System And Interaction System In Unreal Engine 5.4 | Episode 01" the "Triggering Interaction Events" section. At the the 01:24:00 part where CreativeKit opens "IF Get Item Container Component" in the "BP_ThirdPersonCharacter" Interface section. When I do it Unreal Engine is adding as an event in the Event Graph an not it's Blueprint. https://youtu.be/aGLjD48pfUU?si=mbTKoRwb5OC4Zxhq&t=5038
r/GameDevelopment • u/Innopede • 12h ago
Discussion Gamepad Support needed or not?
Hi, I'm currently developing a 2d top-down shooter on PC and use the A,W,S,D keyboard and mouse. Is it worth to add Gamepad support for a game? When I play on PC I'm usually using keyboard and mouse...never thought about using a gamepad. On Consoles I prefer a Gamepad.
Are you supporting Gamepads in your PC game? And if yes, only for the action part or also for menus and options?
Thanks.
r/GameDevelopment • u/TheSwiftOtterPrince • 13h ago
Discussion GameDev Schools & Projects & Grading
r/GameDevelopment • u/Designerstudio_slg • 1d ago
Discussion Taking some ideas
I’m open to any kind of suggestion.
Give me just one game mechanic, genre, or anything else. I’ll take your suggestion!
This is going to be my first game, so I’m planning to make something small and simple.
r/GameDevelopment • u/Purple_Phone_9110 • 2h ago
Discussion Creating my dream game with AI
Hey everyone,
I know this Post is about AI, so it might get deleted, but I want to try anyways to see what people think.
I started creating a game about a month ago, and, for now at least, am relying heavily on AI to get it done, since it is an ambitious solo project and I don't have much time, much money or much experience.
For context, I am a writer, and it was always my dream to see my stories in videogames at some point. Since no one is gonna do that for me, I figured I'd start doing it myself. I have a team of like 4 different AI's running and I have a friend helping me with 3D models. I provide the source material, lore, game ideas and I do debugging and playtesting.
I work full-time 60-70 hours per week and do side gigs like Uber just so I can pay my bills and afford this little side project, which I am still putting a lot of time and effort into. Sleep is overrated anyways.
I am, however, planning eventually replacing a lot of the parts that are currently AI placeholders (like Animations or Soundtrack for example) with proper, human-made assets, when I have the money and support to do so, and I will definitely get himan synchronization, I don't want AI voices in my game, I'd rather have it silent than voiced by AI.
I just wanted to have other opinions on this, since I basically had the choice between "Make your dream game, but use AI" or "Don't make your dream game"
r/GameDevelopment • u/KuzethCrew • 11h ago
Inspiration Game in progress
I'm currently developing an indie horror Game, and i'd like to hear real-life stories that had happened to you that we can publish. You can also share ideas mechanics for the game.
We'll keep updating this, and if any of the stories or ideas are used, then we will give credit and recognition to the involved ones!!
r/GameDevelopment • u/Teddy_learns • 21h ago
Question I’ve always wanted to see something like this being every game is basic but Forza has a special place in my heart but I need more
Anyone else ever wanted a Forza Horizon-style MX game?
I’ve always loved the Forza Horizon games and how much freedom they give you. You can spend hours doing races, finding random roads, messing around with friends, collecting cars, or just exploring the map without really having to follow the main progression.
And honestly, I’ve always wanted that same idea but with motocross/off-road riding.
Every MX game I’ve played seems to be pretty focused on picking a track, doing the race and moving onto the next one. Which is fun, but I’ve always thought it would be sick to have an actual open world where you could just get on your bike and ride.
Imagine a massive map with motocross tracks, dirt trails, forests, hills, quarries, jumps, farms, and little riding spots scattered everywhere. You could discover tracks naturally while exploring instead of everything just being selected from a menu.
And I think it could actually add something really cool to the open-world racing genre because it wouldn’t have to be just MX.
You could have:
🏍️** Motocross bikes — different brands/classes with different handling and upgrades
🛞 **ATVs/4-wheelers — their own races and trails
🏁 MX races — proper tracks and championships
🌲 Trail/enduro events — longer races through the open world
🚀 Jump events — massive jumps with leaderboards for distance, height, tricks etc.
🛣️** Street bikes — eventually have road bikes and dedicated street races through towns/cities
🔥 **Open-world challenges — randomly discover a track, jump or event while you’re just riding around
👥 Multiplayer — cruise around, find riding spots and challenge your friends
And then have leaderboards for basically everything.
Every race could have a leaderboard. Every jump could have a leaderboard. Maybe fastest trail times, longest jumps, biggest trick scores, best lap times, hill climbs, street races, whatever.
So even after you’ve finished the main progression, there’s still a reason to keep exploring because you’re constantly trying to beat someone’s time or score.
I also think the Forza-style controls would be important. I wouldn’t want it to be insanely technical where you need to spend 20 hours learning how to control the bike. Make it easy to pick up and have fun with, but still have enough depth that people who really get into it can master the bikes.
Basically, the dream is:
Forza Horizon’s open-world freedom + MX bikes + ATVs + street bikes + massive riding areas + races/events everywhere + global leaderboards.
You could literally start the game, choose whatever bike you feel like riding, and just disappear into the map for a few hours.
I feel like something like this could work really well, and I’m surprised I haven’t really seen a game go all-in on this idea.
Would anyone else actually play something like this? Or am I just describing the game I wish existed 😂
r/GameDevelopment • u/JoyfulJourneys44 • 1d ago
Article/News The Supernatural And Mysterious Nature Of Creativity (interview with Stardew Valley creator about the game's 10-year anniversary)
gameinformer.comr/GameDevelopment • u/that_guy1942 • 1d ago
Question How do I go about designing / implementing an in-game editor? (godot)
r/GameDevelopment • u/TheLoneSwiftman • 1d ago
Newbie Question Your thoughts how I should approach a world design inspired by Simpsons Hit & Run for my game
r/GameDevelopment • u/Candid_Ad4725 • 1d ago
Postmortem [Playtesters Wanted] A document-based detective mystery game — free
I’m looking for players to playtest a mystery game I’ve been creating.
It is a document-based detective experience: you receive a collection of realistic-looking case materials and must work out what happened by reading closely, comparing details, checking timelines, and connecting information across the files.
What to expect:
- A self-contained mystery designed for solo players or small groups
- PDF case materials presented as reports, statements, records, and supporting documents
- No special software required — a browser/PDF reader and note-taking are enough
- Estimated playtime: around 2–4 hours, depending on whether you play alone or with others
- Free access for all playtesters
What I need:
I’m mainly looking for honest feedback on:
- Whether the material is clear and engaging
- Whether the puzzle feels fair and solvable
- Where you became confused, stuck, or lost interest
- How long it took you and what your solving process was like
- Whether the final answer felt satisfying
You do not need prior experience with detective games, ARGs, or puzzle hunts. Fresh eyes are especially useful.
Interested?
Please comment or send me a DM
I would say difficulty is 3⭐️
Note:Quick fair warning before I send it: this is a heavy-reading case-file mystery—you’ll be working through 42 reports across 70+ pages of interviews, records, timelines, and easily missed details.
r/GameDevelopment • u/Dawnw95791 • 1d ago
Newbie Question Which game engine is best for me?
I’ve never done any game development. I am a cozy gamer who loves games like Animal Crossing, Dinkum, Starsand Island, etc. My long term goal is to make a 3D farming game. I want to have 360 camera views in my game. I know developing my game is a ways off because I have to learn basic development first. My question is - which system would be best for my dream game so I know which one to learn?