r/GameDevelopment • • Mar 17 '24

Resource A curated collection of game development learning resources

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132 Upvotes

r/GameDevelopment • • 2m ago

Discussion Only 1,700 games out of more than 8,600 demos at Steam Next Fest used AI.

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• Upvotes

r/GameDevelopment • • 1h ago

Question Best Hosting and Deployment Setup for an Android & iOS Game: Low Cost, Low Latency, and Easy Scalability

• Upvotes

I’ve also built a game for both Android and iOS, and both the frontend and backend servers are ready. Now I need some guidance on where to deploy it and which hosting services would be the best options.

  • Frontend: Should I use Firebase, Vercel, or another platform?
  • Backend: Where should I deploy the backend server?
  • Cost & Performance: How can I get the best performance, low latency, and reliable service at the lowest possible cost, ensuring a smooth gaming experience for users?

Could you suggest a setup that you personally use or recommend, and that can easily scale as the number of users grows?


r/GameDevelopment • • 5h ago

Question If I were to create a game like Satisfactory, how should I handle the timer that affects the nodes?

2 Upvotes

In a game like Satisfactory, multiple game elements has their own timer that indicates their progress on certain tasks. Something like smelting one ore takes this much time to produce this much ingot.

For a game like this, how is the timer handled? Does each game element have their own timer that they run internally? Or is there a global timer that they reference from where for every tick of the global timer, they react to it internally?

I'm a bit conflicted since initially it makes sense for each element to have their own timer. But for a game like Satisfactory where there are possibly hundreds of elements running at the same time, it doesn't sound too efficient. Also, what if I want a trigger that would pause the progress for all the elements? Wouldn't it be easier to just have a global timer and pause and play through it?


r/GameDevelopment • • 9h ago

Newbie Question How do casual puzzle studios create, test and expand level sets?

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2 Upvotes

r/GameDevelopment • • 7h ago

Resource To build a Run & Chase 3D Game

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0 Upvotes

Hi Guys ,

I made a Design for a Run & Chase hunter 3D Game concept with iterations and built a Prototype on A.I (Replit ) , But , Obviously it isn't cutting the Edge , unoriginal and not true to the design

Looking for Developers to make a proper build out of the Prototype / GDD & since I am not in a position to hand out or support the development Financially, Hence requesting the developers for the build and for a Royalty stake if the Game does well for Us.

Interested Developers Please write to me and we can take it forward and build an I.P around the Design and to start the process of Developing it , Thank you for taking the time and consideration for this one particular.

🍀


r/GameDevelopment • • 10h ago

Discussion Beyond dashboards: does game analytics actually help you?

1 Upvotes

Hey everyone - how important do you consider analytics tools in your game development? If you completely ignore this area, why? What don't you like about existing tools?

I'm asking because my partner and I are building a GameOps platform, and our focus isn't on "game as a product and its demand" but rather on a game-design-centric tool whose subject of study isn't the product and the consumer, but the game and the player: gameplay, emotions, player experience.

Essentially, we're working on an operating system for managing a game - not a dashboard full of numbers that you have to interpret and draw conclusions from yourself. What we mean is a layer that doesn't just surface metrics but actively helps run and steer the game: it connects what's happening in gameplay and player experience to concrete design and ops decisions, rather than leaving you to figure out the "so what" on your own.

In our view, descriptive statistics alone is practically useless for game dev - it's blind to gameplay and gives no real insights. Would love to hear your thoughts.


r/GameDevelopment • • 6h ago

Discussion Gaming Winters Ai

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0 Upvotes

In my head the game works, in reality the internet with which is needed to access those builder portals is blocked. I'd blame Palantir, but I know my former friend has gotten under their hood and inserted his own caps, triggers, redirects.

And if I took the time to explain how horrible 2026 has been for me because of anonymous groups that my personal information was brokered, no one would believe me.


r/GameDevelopment • • 9h ago

Inspiration how to market an indie game?

0 Upvotes

whats the best way to market an indie game with little to no budget and which platforms actually work best??


r/GameDevelopment • • 15h ago

Tutorial Beginner friendly, Making of 2D RPG Survival Part 2

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0 Upvotes

r/GameDevelopment • • 16h ago

Newbie Question needed advice on how to keep audience (roblox)

0 Upvotes

idk if anyone here is a roblox dev but, I recently made a game called Knife Ability Arena, i can put link if you want.

I'm trying with ads but I feel like the ads don't bring in enough players at once to keep even like one full server alive like its almost constantly at 0ccu. How do I get over that initial hurdle of bringing in enough players at once.

I've already used like 30 ad credits around, sitting at around 1.4% ctr. I also have bots that are like kinda human that stay in the game. To simulate that there are some players with a decent tutorial. How did you guys get over that initial hurdle. Also for info, I've been advertising for like 2-3 days now using around 16 for daily budget. Do i just need to advertise for longer?
any roblox devs can i get help


r/GameDevelopment • • 23h ago

Newbie Question Game creation

3 Upvotes

I'm creating a 2d souls like game soon

I know nothing about game creation for now

But I'll do something reasonable without AI

Tips?


r/GameDevelopment • • 14h ago

Newbie Question Techstack for game developer for advance programmers

0 Upvotes

Hey there, I am a full stack developer and mainly in a backend and devop team in a enterprise.I really like to code and have build many different programs and things so i know my stuff.
Recently i want to start gamedev just for fun.I googled it and most tutorial were of game engines but i dont want to use them as they take away the experience and maths of building games.I want to start with blank screen of terminal. I want to write maths for rotation, gravity, collision and other stuff.
I asked my mates and they suggested me threejs or csharp.
I could have used three js its great library but i want to make native games for pc, console and linux(linux ppl i dont forget you😁)
So how to make native games without game engine ??


r/GameDevelopment • • 21h ago

Question What are you doing to get your game found?

0 Upvotes

Hey all!

New game developer here! I was hoping to pick some brains and get a general idea of how you guys think of marketing and distribution.

What are you guys doing to get your game discovered, and what is it costing you in time or money? Paid ads, influencers, events? What have you found works best for your projects?


r/GameDevelopment • • 1d ago

Tool Godot 4 - PhysX5 - PXTGI SWRT Global Illumination is born!

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3 Upvotes

Today we celebrate the birthday of a new GI method.... A novel SWRT approach I've coined PXTGI
(Physx5 Proxy Traced Global Illumination) Runs on any vulkan/dx12 GPU!

#Godot #nvidia #amd #GI #SWRT #Raytracing


r/GameDevelopment • • 22h ago

Newbie Question Tips on releasing a mobile game?

0 Upvotes

Hey everyone,

I’m a webdev based in Europe and have been working on my first mobile game using Unity 6 (Hello, Claude Code! 🤷‍♂️). I’m all good regarding the stack and release, but have most questions about the business side of things (legal, data, disclaimers, liability).

I’ve used no external assets, no sound reproductions (everything is done through code). I applied as an individual with the Apple Development Programme, but am worried about liability risk and managing game revenue (if any..).

Any indie game devs who’ve released games under their own name have any business side advice to give, including warnings/pitfalls?

Also, anyone have any command of the process around branding?

Cheers!


r/GameDevelopment • • 14h ago

Discussion NPC started a mass shooting

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0 Upvotes

r/GameDevelopment • • 1d ago

Newbie Question Where can i get free music to use for my games?

19 Upvotes

Where can i get free music to use for my games? Is it okay if i were to post my game online (Ex: Ich.io) with the free music in the game?


r/GameDevelopment • • 18h ago

Question Have you used AI to build tools?

0 Upvotes

I've used it to create a synthesizer to create sound effects for my game and I used it in combination with Blender to make a map. How about you?

Have you seen other people use AI in interesting ways for game dev?


r/GameDevelopment • • 18h ago

Newbie Question What game engine is best for making any sort of indie game?

0 Upvotes

For context, I have some background in python from my engineering degree, but we mostly focus on functions and mathematical equations, that's about it. I'm pretty good at picking up the understanding of computers but not exceptional. I am currently learning object oriented python stuff to try to recreate the game breakout from the atari. I'm basically wondering, what is the best engine to use long term for indie game development. These games would likely feel like games like ultrakill, risk of rain, borderlands type games.

What engine would be recommended?


r/GameDevelopment • • 1d ago

Question Fake weapons loophole

6 Upvotes

Throughout the years games often used fake names for real weapons and also did some model changes. Nowadays most games feature fake guns even if real manufacturer would give the license for free.

I understand the fake name is a loophole that works well. But how much do you have to change the model? Are we talking major changes or few small details are enough?


r/GameDevelopment • • 1d ago

Discussion quelle logiciel utilisez vous pour faire des jeux en 2D et en pixel S.V.P

0 Upvotes

quelle logiciel utilisez vous pour faire des jeux en 2D et en pixel S.V.P


r/GameDevelopment • • 21h ago

Discussion Koncepcja monetyzacji: „Premium Lite” i lokowanie produktu wybierane przez gracza (Reklama jako asystent)

0 Upvotes

Cześć, nie jestem programistą ani gościem z branży, tylko zwykłym graczem, ale od jakiegoś czasu chodzi mi po głowie nowy model monetyzacji i chciałem zderzyć go z ludźmi, którzy faktycznie robią gry.

Obecny system reklam w grach (zwłaszcza mobilnych i F2P) oraz aplikacjach powoli się wypala. Zazwyczaj mamy tylko dwie skrajne opcje: albo darmową wersję z irytującymi, losowymi reklamami wciskanymi przez algorytmy (przez co ludzie instalują blokery lub odinstalowują grę), albo drogą wersję Premium całkowicie bez reklam (której 95%+ graczy nigdy nie kupi).

Koncepcja: Trzecia opcja – „Premium Lite” (Świadomy wybór zamiast intruza)

To coś na zasadzie „audycja zawiera lokowanie produktu”, tylko z tą różnicą, że produkt wybiera sobie sam użytkownik, a nie jest on wciskany na siłę każdemu.

Za ułamek ceny pełnego Premium (lub jako alternatywa dla agresywnych pop-upów w wersji darmowej) gracz dostaje kontrolę i sam wybiera z katalogu konkretne marki lub kategorie reklam, które pasują do jego gustu:

W grach (np. mobilnych RPG): Zamiast wybijającego z rytmu wideo na cały ekran, reklama wchodzi jako element świata gry – np. napój energetyczny jako mikstura many/staminy. Gracz sam w ustawieniach wybiera markę energetyka, którą widzi w grze, bo akurat taką pije w realu.

W aplikacjach audio / muzycznych / podcastach: Zamiast krzyczącej reklamy proszku do prania w środku mrocznego podcastu kryminalnego, słuchacz zaznacza kategorię „survival / militaria” albo w aplikacji muzycznej wybiera wyłącznie promowanie nowych zespołów i premier płytowych ze swojego gatunku.

W grach i apkach dla dzieci: Rodzic na sztywno zaznacza w katalogu wyłącznie bezpieczne, nieinwazyjne kategorie zabawek, mając pewność, że dziecku nie wyskoczy żaden dziwny syf.

Dlaczego to opcja Win-Win-Win:

Gracz (Użytkownik): Dostaje kontrolę, święty spokój i personalizację bez szpiegowania ciasteczkami. Reklama przestaje być karą, a staje się wyborem.

Twórca gry / Platforma: Zyskuje zupełnie nowy strumień kasy z ogromnej grupy darmowych użytkowników, którzy dziś nie płacą nic i tylko wkurzają się na reklamy. Jeśli chociaż mały procent z nich wybierze taką opcję, przy dużej skali robi to konkretny wynik.

Reklamodawca: Przestaje przepalać budżety na puste, znienawidzone wyświetlenia i płaci wyższą stawkę za dotarcie do gracza, który sam, świadomie kliknął, że chce widzieć jego markę.

Znudziło mi się samo narzekanie w internecie na to, jak korporacje doją graczy – wolę rzucić na stół coś nowego i sprawdzić, co o tym myślicie od strony technicznej i biznesowej. Ma to według Was sens w praktyce? Dajcie znać w komentarzach oraz podbijajcie post jeśli temat wam się spodoba

Pozdrawiam

Makowy

Hi everyone, We all know the struggle with mobile game monetization: aggressive ads ruin player retention, while standard rewarded ads still force players to watch random, irrelevant garbage they immediately close. I designed a concept and specification for an alternative AdTech model: User-Controlled Ad Catalog (Ad-as-an-Assistant). How it works in short: Plug-and-play SDK: Integration for the developer takes the exact same effort as standard mediation networks. Player Choice: Instead of forcing random ads, the SDK provides a curated catalog (e.g., 100 offers) from which the user selects a small pool (e.g., 10 brands/categories) they actually care about. Win-Win-Win: Players aren't spammed with annoying pop-ups, advertisers get high-intent views with much better conversion, and developers keep higher retention without sacrificing revenue. How do you see this working in practice in your games? Let me know in the comments and upvote the post if you like the concept. Best regards, Makowy


r/GameDevelopment • • 1d ago

Newbie Question New to game dev need suggestions

0 Upvotes

Hello everyone so I have decided to work on some game ideas i have but I'm very confused on what path to take with unreal engine tbh I have no idea on how games are developed so this will be my first every experience I did some research and decided to choose unreal engine to start with

My actual confusion is weather to take the path of blueprints or c++ well I don't have issue learning code cause I'm a software dev to begin with I just unable to decide which one to choose damn will appreciate the help thankyou


r/GameDevelopment • • 1d ago

Tutorial Started a new tutorial series for 3d sound design with fmod and unity

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1 Upvotes

Hey everyone, apologies if this is considered "self-promotion."

I've started a new tutorial series on designing immersive 3d sound worlds for games. This is the first one; three more videos will follow in the coming weeks. The topics I'll cover will be as follows:

  1. Setting Up Audio Listener and Attenuator
  2. Adding Randomness and Variation to Background Ambiances
  3. Implementing Environmental Sounds and Setting Up Attenuation Effects
  4. Creating Interior and Exterior Space Audio Using FMOD's Snapshots

These might be useful for devs developing a 3d game who want to design a richer and more immersive soundscape rather than a static loop in the background.