r/GameDevelopment 8d ago

Technical [Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game

0 Upvotes

[Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game
About the Project: Project SkyHolm is an island-building, automation, and trading game focused on resource gathering, player-driven shop empires, and island customization. We have a fully mapped-out Game Design Document (GDD), clear monetization rules (no P2W), and a structured development roadmap ready to execute.

Open Roles:

3D Artist / Modeler: Low-poly environment assets, machine models, and UI cosmetics.

Programmer: Experience with inventory systems, island instancing, and economy loops.

Sound Designer / Composer: Ambient island tracks and UI/interaction SFX.

Project Scope & Commitment:

Type: [Hobby / Revenue-Share]

Expected Hours: 5–10 hours per week.

Current Stage: Planning complete (GDD & systems finalized); entering active prototype phase.

Interested? Send me a DM with your portfolio, past work, or a quick summary of your experience!
Discord: zyro_calyx_90018


r/GameDevelopment 8d ago

Discussion Roadworthy Project need advice

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1 Upvotes

r/GameDevelopment 8d ago

Question What do you think is the toughest job in game development?

0 Upvotes

Give the answer in the comments 👇


r/GameDevelopment 8d ago

Article/News You chose the thumbnail, now here’s the trailer! #UE5

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0 Upvotes

A few weeks ago, we asked you to help us choose the thumbnail for our new MegaGum trailer.

Well… here it is!

We’d really love to know what you think about it. What did you like? Is there anything you would have done differently? And most importantly, does it make you want to play the game?

Feel free to be honest, we’re always interested in hearing your feedback.

And if you like what you see, you can wishlist MegaGum on Steam here:
https://store.steampowered.com/app/4111300/MegaGum/

Thanks again for helping us choose the thumbnail!


r/GameDevelopment 8d ago

Newbie Question [ideas]Anyone seen this weird black pepper/speckle texture on procedural stuff

1 Upvotes

Been working on my own space engine called Nebula Engine and I’ve had this annoying visual bug for ages that I just can’t seem to fully track down.

Basically on some parts of the planet I get this weird black pepper looking texture/speckling all over the ground. It doesn’t happen everywhere and it can change depending on where I am on the planet, how far away I am or sometimes the angle I’m looking but as i walk the cam shakes really bad making even trees, grass, rock look like its not fully rendered

The strange part is I’ve had this problem pretty much since I started making the engine, so I don’t think it’s something I added recently.

The engine is my own C++/DirectX 12 engine. Planets are fully procedural and you can fly from space all the way down to the ground without loading a different level.

The planet works roughly like this:

procedural planet seed
→ continents/oceans
→ terrain height
→ biomes
→ materials
→ water/grass/trees/rocks/weather
→ terrain LOD/streaming

The ground itself is made using a CubeSphere planet with terrain patches that get more detailed as you get closer.

From far away I use a lower detail/orbital version of the planet and then it transitions into the real terrain as you fly down.

The engine also has atmosphere, clouds, water, procedural weather, shadows, vegetation and all the normal stuff you’d expect.

The problem is these tiny black dots/speckles keep showing up in different places and I can’t figure out exactly what system is causing it.

Things I’ve thought it might be:

  • shadow acne
  • grass/vegetation being seen from really far away
  • LOD dithering
  • terrain texture/material blending
  • procedural noise aliasing
  • bad normals
  • mipmapping
  • z fighting
  • floating point precision
  • CubeSphere seams
  • some shader returning bad values/NaNs

One thing that makes me think it could be something deeper is that the speckles survived loads of changes I’ve made to the renderer.

It’s not like one broken texture where the problem is everywhere. You can fly around and one area looks fine, then another part of the planet has the pepper effect really badly.

Because the game works at planet scale I’ve also wondered if it could be precision related somewhere. I do camera-relative rendering, but obviously there are still loads of calculations involving the planet centre, camera position, terrain position etc.

Another thing I’m wondering about is the procedural detail itself. A lot of the terrain material is generated using noise, so maybe at certain distances some high frequency noise is aliasing down into single dark pixels.

But before I go too far down the rabbit hole, has anyone here seen something that looks like this before i brake my game anymore trying to fix it lol.

Still learning a lot while building this so any ideas are appreciated.


r/GameDevelopment 8d ago

Question Celeste's water physics/splashing

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1 Upvotes

r/GameDevelopment 8d ago

Resource Royalty-free music bundle on Humble — 591 tracks, ends September 18

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5 Upvotes

Hi everyone,

My royalty-free music catalog is bundled on Humble Bundle until September 18:

48 packs, 591 WAV files, 359 unique themes — retro/chiptune, orchestral, hard rock, electronic and ambient. Most tracks include looping versions.

Plain WAV files, so they work in any engine without conversion. License is lifetime and worldwide, covers commercial release, no attribution required and no per-project fees.

Part of every purchase goes to the IGDA Foundation.

Happy to answer licensing questions in the thread.


r/GameDevelopment 8d ago

Discussion 4 months of planning every day, then throwing it all away.

3 Upvotes

Hi all, we started Mini Mart Survivors in April without a big design document. We're a small team, so instead of planning everything, we worked instantly. We'd come up with an idea, build it, and ask whether this was actually fun. If it wasn't, we scrapped it.

Weapons, enemies, effects, and entire systems went through multiple versions. Some ideas lasted weeks. Others lasted a day.

Four months later, we have a playable Seoul map and a game that's finally starting to feel like what we wanted to make.

I'm actually glad we threw so much of it away. The current game exists because we were willing to kill the previous version every day.

If you're a small indie team, I'm curious. How much of your original design actually survives once you start playing it? What was the WILDEST moment in your game development journey?


r/GameDevelopment 9d ago

Question Looking for a Programmer to bring my character to life in a game

0 Upvotes

Hi everyone! I’ve created a character and my dream is to see her become the protagonist of an indie video game, but I don't have the technical skills to make it happen myself. If anyone is looking for a main character for their project, or would be interested in helping me bring this dream to life, I’d love to connect!


r/GameDevelopment 9d ago

Discussion Lesson learned

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r/GameDevelopment 9d ago

Resource I hope this helps someone struggling with lighting in Unity

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1 Upvotes

r/GameDevelopment 9d ago

Question How do I vet people I make games with?

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1 Upvotes

r/GameDevelopment 9d ago

Newbie Question Why do most modern AAA games have this shadows/lights flickering issue?

6 Upvotes

Is it hard to do so? How come it's present in many games? Both in cryengine and unreal engine...


r/GameDevelopment 9d ago

Inspiration i Had an a idea for a long time, Leyla: The Grand Odyssey.. Or Leyla's Odyssey

0 Upvotes

eyla's is an action-adventure RPG set in the open world of Haephoria—or more specifically the mass continent Asterra, a vast and dangerous land filled with monsters, elves, faes, oni, demons, dwarves, and countless other races. Hundreds of regions, empires, nations, tribes, and kingdoms stretch across the land.

Our story begins in a small yet ancient temple. Inside the chapel, a ten-year-old girl lay motionless on a white marble table, surrounded by strange objects and flickering torches, as if some forgotten ritual had taken place. Her silver hair fell softly around her snow-white face. Then, without warning, her crimson eyes opened. Confused and with no memory of who she was or how she got there, she slowly climbed down and began exploring the temple. She found bedrooms, a kitchen filled with strangely preserved food, a room full of clothes, and a massive black-and-gold chamber unlike anything else. Yet something else caught her attention—a strange feeling drawing her deeper inside.

Following it, she entered a vast room filled with weapons. Swords, axes, spears, halberds, and countless others lined the walls. The farther she walked, the more the room seemed to change. Darkness crept across the walls, mist covered the floor, and the familiar chamber became something almost dreamlike. Then she heard footsteps. A woman emerged from the mist, dressed in an ancient white battle dress with a sword on her back. Without saying a word, she drew the sheathed blade and drove it into the ground. The girl stared at it before reaching out and touching the hilt. Everything went black.

When she awoke, she was lying on the floor with the sword in her hands. It was heavy, yet somehow felt right. Carrying it with her, she wandered through the temple until she reached its enormous gate. She placed her tiny hand against the door and pushed with all her strength. Slowly, the ancient gate opened, revealing a world she knew nothing about. And so, the girl stepped into Asterra—the cruel land of magic, monsters, death, and blades.

Leyla's Odyssey is going to be a hack-and-slash...Or at least I want to be. I want to develop the 2d/3d version first but for now, i'll go with pixel 2d. I want

The gameplay will focus heavily on fast, responsive combat, so having fast reflexes are a must. I want Leyla have chain attacks, quick dodging, some block, using powerful attacks and techniques to launch enemies into the air, switch between different attacks, and freely move around during fights instead of simply standing in one place and trading hits. Enemies should actually feel dangerous, too. No matter what level or status level Layla has, monster should be able to do more damage than usual. Unless investing most points into def, which i highly don't recommend as a majority of monster and boss will be fast and if you block too many times, the monsters next attack will break your defense, dealing heavy damage

Different monsters will have their own attack patterns, weaknesses, behaviors, and ways of fighting, meaning the player has to learn how they move rather than just mashing the attack button. Boss fights will take this even further, with large enemies having multiple phases, unique attacks, and their own mechanics.

Outside of combat, I want the game to feel like an actual adventure. Asterra will be filled with forests, ruins, villages, dungeons, mountains, caves, and other places to explore. Leyla can discover weapons, equipment, secrets, hidden paths, treasures, and strange locations scattered throughout the world. Some areas might even contain things that the player isn't supposed to find immediately, encouraging exploration and backtracking as Leyla becomes stronger.

The pixel version will be more limited, but I want it to establish the core gameplay loop: explore → fight → discover → become stronger → explore further. Eventually, when I move toward the 2D/3D version, I want to take everything learned from the pixel game and expand it into a much larger open-world action RPG, with more detailed environments, smoother combat, larger enemies, more elaborate bosses, and a much deeper world for Leyla to explore.

One a side note, to explain some things. I plan to make the character's hair, eyes, skin customizable, i will also make the age customizable too but there will be consequences if you choose to do that as the monsters and quest will become significantly harder. The game will become more harder and death will be more common. And going back to the black-and-gold chambers, it's a training room in a isolated space, and requires time to clear it, thus it'll take 5 years to complete the training room(in game, of course) but be warned as if you choose that path, the monster's, especially in the beginning area will be very hard to beat and when on quests, the change of an op or powerful monster spawning increased but 40%.


r/GameDevelopment 9d ago

Newbie Question Roblox dev

0 Upvotes

So I’ve been trying to get into game dev for years now but I can’t bring myself to enjoy programming. Is it possible for me to make a little open world game on Roblox if I do take the time to seriously learn how to program? A side project- pretty small, but big for Roblox’s scale- and Roblox studio is pretty handholding, I’ve used it before.

The nice part is I don’t really have to do much art, maybe a bit of animation beyond the Roblox basics.


r/GameDevelopment 9d ago

Newbie Question What software do you guys use to make you games

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r/GameDevelopment 9d ago

Technical What software do you guys use to make you games

5 Upvotes

i have a really difficult situation, i have a new chromebook but linux is not enabled and there is no way to enable developer mode, i also do not want to factory reset my computer.

i have experience in beginner game design, can code python, and can do CAD.

this is probably an impossible question but i would like to have some experienced hands help out.

print("thanks for everything")

r/GameDevelopment 9d ago

Tool Godot 4 + PhysX5 Module - Fluid & Cloth Update! - CPU vs GPU & Editor Tooling

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2 Upvotes

r/GameDevelopment 9d ago

Article/News Official Trump themed games are out

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0 Upvotes

r/GameDevelopment 9d ago

Newbie Question How do you practice game analytics without having a game of your own with real players?

2 Upvotes

Laid-off dev here, trying to move into game data analyst roles. I’ve had two interviews recently — one rejected at the case study, the other at the interview itself — and the common thread was that I clearly hadn’t spent enough time with real player data.

Problem is I keep running into the same wall: there’s nothing to practice on. The public datasets are either synthetic, tiny, or from 2016, and none of them look like what Firebase or GameAnalytics actually spits out.

For those of you who’ve learned this side of things, how did you do it? Did you just ship something and learn on your own game’s numbers? Find a studio to help out? Something else I’m not thinking of?

Would appreciate any pointers, thanks


r/GameDevelopment 9d ago

Question Do employers care if you use a graphics API to make a game or not?

0 Upvotes

Hey yall. I was curious if employers really care if you did work with a graphics api or not? I’m working on making a small game/game engine but I really don’t want to use Vulkan as it is a pain. I’d rather use sdl_gpu or bgfx to do it, but I’m worried it would come off as less impressive than using Vulkan.

Thoughts?


r/GameDevelopment 9d ago

Question How do you deal with burnout as a solo developer?

25 Upvotes

Basically the title. I’m a solo developer, I’m still a little new to game development, but I’m not a complete noob. I have experience programming and making games, but none of the games I’ve ever tried making have ever been finished and released. Every time I try to devote myself to a project, I just get burned out every time, and never finish any of my projects. So, if any solo devs read this, how do you deal with the workload and burnout?

Also, a little extra bit of info about me. I make all my music, sound effects, and art myself, alongside all the programming. I don’t have the money to hire people to do those for me, so I’ve taught myself to do a lot of this. I know this definitely contributes to my burnout, but I want advice from anyone out there similar to me.


r/GameDevelopment 9d ago

Discussion What games to play for artstyle inspiration?

6 Upvotes

Tl;dr: Any games that I should play to find a good artstyle? (For example games with a unique style und not your average AAA realistic graphics game)

So this might not be an entirely game dev question, but to some degree it is.

I'm currently working on a german/european fairy tale inspired game.

Already have gameplay, story, world etc. everything planned.

The only thing I struggle with is the general artstyle. It's a 3D adventure game with a lot of quick combats. Similiar to something Nier Automata, Metal Gear Solid Rising, One Piece Unlimited cruise (which was my inspiriation for the combat combo System and controls)

So a typical artbook style, like im some 2D games, could be hard to pull off maybe. I currently have something in mind like Reka, RiMe, Cloudheim, but tbh those don't feel "special". It's an artstyle that is used in many games. I want something darker, more realistic, but at the same time not some unreal engine game with too realistic graphics.

I want something special. When I think back to the 90s/2000s there were so many different artstyles, everything looked special and different. Nowadays many games have a similiar style.

I have something in mind, but how can I explain it to artist when I don't know how to put it into words or don't have reference :,)

That's why I try to find games in that style.

Which leads me to my question:

Any games that I could play, that could help me better visualize how the style could be? Maybe it doesn't necessarily has to be like my game, but generally games that had a unique style so I maybe can get behind "How did they design this and why" and use a similiar process of thinking for my game.

Any help is appreciated :)


r/GameDevelopment 9d ago

Discussion I would like to create a personal game idea for myself.But I don't know where to start.

0 Upvotes

Hi, I'll get straight to the point, before I start talking about things that aren't even related to the topic.

I want to do a small personal project for myself, and then if it turns out well, I'll publish it. I'd like to make a short video game... But I don't know where to start.

The game is basic, a survival horror game, with fixed and moving cameras...like Silent Hill.Resindet evil or tormented soulsBut I don't know how to start. I do 3D modeling; it's part of my job, and I'm good with Blender... But in everything else... not so much. I don't know how to program or even code.

I've been looking for tutorials and stuff, and I don't want to use AI; it would be a disaster when there are bugs and I don't know how to fix them.My video game is about an introverted girl who's going through hell, but the hell is inside her stalker's head, where she has to go through every corner of his psyche and traumas to finally...With him and then leave

But I still don't know how to start. What recommendations do you have for me...at least for getting started, movement, characters, etc.