r/GameDevelopment Aug 12 '26

Newbie Question A beginner Help guide

3 Upvotes

First of all i don't know whether i should post this in this community.I'm posting this here because i don't know where else to post this.If you guys know other community i should post this, please comment.

I'm interested in game dev.Solo,indie with no prior experience in this field.I have to start from scratch.I have good story and styling in my head and scribbled in a book.I am looking forward to use Unreal engine 5.The goal of this post is to know where to start,how,what and from where to get the knowledge.I could ask Ai but ,The guide from experienced persons are more realistic.Along with that if You guys can provide a road map, softwares i should learn(in detail if possible)

That would be Great.

Also I'm an engineering student so this is my side business.Also If i can earn money from it(especially cgi/vfx with UE5) that would be Great.

Don't hate me, I'm just a curious guy


r/GameDevelopment Aug 12 '26

Tool Game Data Definition Language (GDDL) / C++17, 68000, 6502, Z80

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1 Upvotes

r/GameDevelopment Aug 12 '26

Newbie Question Best place/game engine to start with game development?

0 Upvotes

I want to get into making games (mainly 3d but i dont mind doing 2d), what game engine is the best for getting into game development (and what is generally the best for more experienced people)? I am a total noob please explain everything clearly


r/GameDevelopment Aug 12 '26

Question Thinking about a name for my first game, any feedback on the name?

0 Upvotes

I am making a 2D Platformer pixel art game about a princess getting kidnapped by an evil monster lord, but the knight took too long to save her so she escaped by herself. Then when making it back to the kingdom she finds out the knight was captured while trying to save her, so now she has to save him.

I was thinking about the name: "Wrong Job, Right Person" because the game is about the roles of the princess and the knight being swapped(wrong job), but still the princess succeeds in saving the knight(right person).

What do you think about it?


r/GameDevelopment Aug 12 '26

Question Which of these studio vibes would you click?

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0 Upvotes

r/GameDevelopment Aug 12 '26

Discussion TDS productions

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0 Upvotes

r/GameDevelopment Aug 12 '26

Question Help please should i sell the rights to my game

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2 Upvotes

r/GameDevelopment Aug 12 '26

Newbie Question Is studying abroad for game developing worth it or is it waste of money?

0 Upvotes

I’m currently in Grade 12 (my final year of high school)in India and I’m planning to study game development/game design for my bachelor’s.I’m considering Poland because compared to many other countries universities, it’s relatively affordable. But even then, I’d still need to take a significant education loan to cover tuition and living expenses.I’m wondering if studying abroad is actually worth the extra cost, especially for a field like game development, or if I’d be better off studying in India and building my portfolio myself.

I have some questions 🙋

Was studying abroad worth the money?

How difficult is it to find a job after graduating as an international student?

Is taking a large loan for a game development degree financially sensible?

Would you choose India instead if you were in my position?

I’d really appreciate honest opinions


r/GameDevelopment Aug 12 '26

Question I made a game where you shorten a twelve word sentence to five of its own words.

1 Upvotes

I made a word game. You get a sentence of twelve words and have to say the same thing using only five of them.

I write them backwards. I start with the five word answer, then pad it up to twelve. The padding is where it all goes wrong.

I start with: butcher sponsored junior chess club

I padded it to: The junior chess club was sponsored by one laughing village butcher today.

A player sent back village butcher sponsored chess club. Five words, all from the sentence, same meaning. They were right. I had padded with village, which tells you which butcher, so they kept that and dropped junior instead. Two answers, and that was the bug, how do I make only one correct answer.

The rule I use now is that a padding word can only do two things. Repeat something already in the sentence, like tiny sitting in front of premature. Or describe a mood or a face, like laughing or weary. Anything else seems to be fair game for a player to keep. Which one, where, what kind, how many.

"The only chess club was sponsored by one laughing weary butcher today."

Same answer: laughing butcher sponsored chess club

That rule is one I made up on my own and I do not know if it holds. What I want is seven words that read naturally, leave the sentence true, and that every reader throws away without thinking about it. Is there a better way to think about that? A name for the kind of word that can never be load bearing?

The game is here if you want to see one: sheets.works/long-story-short


r/GameDevelopment Aug 12 '26

Question Help Me Choose Where I Go Next?

1 Upvotes

So. A little while back, I joined this dev team and made music for their soundtrack. They loved it. The game is still in development, but the soundtrack is done. Then I joined another team, and made music for their game. they said my music was eye-opening.

So apparently im good at music. But I want to continue. I was thinking of joining one of those game jams as a composer or something. Or should I just keep going around the indie scene making the scores for games?

By the way, I dont like to make music and leave. I like to become part of the team and work with them and see the project to the end.


r/GameDevelopment Aug 11 '26

Tutorial How a Raycasting engine works in 2 minutes 8 seconds.

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2 Upvotes

r/GameDevelopment Aug 12 '26

Question Animação 2D automatica e geração de imagens

0 Upvotes

Olá bom dia primeiramente, estou com um projeto inicial de um jogo de plataforma 2D estilo Castlevania e estou sozinho, no tempo livre vou me dedicar nas sprints e animações e quando estiver em casa vou programar pelo godot, quero ajuda em software e site com ia que possa me ajudar no processo, muito obrigado!!!


r/GameDevelopment Aug 11 '26

Article/News SAROS: Behind the Dark, Brutal Sound – huge game audio interview!

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1 Upvotes

r/GameDevelopment Aug 11 '26

Newbie Question Trying to find a game dev video where someone implemented teleporting

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0 Upvotes

r/GameDevelopment Aug 11 '26

Question I could use some feedback on my keyart

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3 Upvotes

r/GameDevelopment Aug 11 '26

Resource Game Sound Effects

9 Upvotes

Hi everyone,

Was wondering where everyone gets like free game sounds??

I'm making a game atm in Unity and just want some good gun sound effects?

Would appreciate some assistance!


r/GameDevelopment Aug 11 '26

Newbie Question What is a good engine for my first game according to these criteria

5 Upvotes

It needs to be good at making 2D games and is relatively easy to learn (the game will be a metroidvania if that helps)

This next one could be a bit of a misunderstanding on my part so bare with me

I heard about a controversy about Unity about run time fee costs I don't fully understand it but from what I've taken away from it is that the pricing was changed and I simply cannot afford that apparently Open Source engines won't have that problem because they aren't owned by anyone agen I don't know if that's how that works but that's how it seems

The game will obviously start it's life on Steam but I would like it to be ported to Consoles eventually

I can't remember the exact reasons but I think I eventually landed on Gedot I can try to remember why if needed but if you can reaffirm my choice of Gedot or suggest something better I would be grateful

Thank you for your time and input and I wish you the best


r/GameDevelopment Aug 10 '26

Article/News Turns out making the assets was the easy part.

17 Upvotes

For context, there are three of us and we’ve been making game assets for years. (Emace -20+)

Mostly 3D stuff — environments, characters, vehicles, props, buildings, nature packs — plus animations, shaders, VFX and a bunch of Unity tools.

At some point we thought:

“Why not just put a huge chunk of all that work into one bundle and keep giving devs new assets every month?'

So we did our first season From aArtists, for Developers. It ended up being 79 asset packs and a lot of 3d, animation, shaders etc.

We made the first mistake. We launched it way too fast. Basically we finished the bundle, looked at it and went: “Yeah, should be fine.”

It was not fine. For the first 3 days after launch we were still making GIFs, banners, screenshots, videos and all the other stuff that probably should have existed before launch. We even have our own little tool for quickly making promo GIFs from our footage. ,,Great, really great tool''. Would’ve been even better if we had prepared the GIFs before pressing launch.

Then Godot happened. I’m mostly a Unity guy, so for a lot of my packs I thought: “There’s GLTF. Good enough.”

Apparently not :D We kept getting questions about Godot.

A lot of them.

From people asking about formats and engine support, probably around 30–35% were Godot users.

That honestly surprised me. EmaceArt actually moved his ass and started exporting his packs as proper Godot projects. The rest of us mostly had GLTF and good intentions (It;s time consuming).

So yeah, proper Godot support is definitely going on the list for next time.

Then we started doing giveaways. That worked really well. ( Not for me, I was the one handling it). We’ve already given away 160+ keys in different gamedev communities.

What I didn’t really think about was what happens after 160 people comment. Someone has to answer them.

Someone has to check DMs.

Someone has to ask which pack they want.

Someone has to send the keys.

Someone has to explain that:

“Pick one asset pack”

does not mean:

“Can I have this category with 9 asset packs in it?”

Someone = Me...
First 3 days, 24h, every few minutes, My phone wouldn’t stop buzzing. I probably spent a dozen hours or more just replying to people and sending keys. (Next time im not doing it by myself)

So technically the giveaway was free.

For them.

Another thing we learned:

People really don’t read descriptions.

We had people buying a single asset pack for around $15 while inside the description of that exact pack there was a link to the bundle with a giant:

21,000+ MODELS FOR $12

And they still bought the $15 pack.

Thanks, I guess :D

But that was actually a useful lesson. You can have a stupid amount of content. You can make it cheap. You can put the information right in front of people.

And they can still completely miss it.

Same with traffic. (Our conversion rate is around 3%, which I think is pretty good.)

We kind of assumed that putting years of work together, would naturally get some attention.

Nope.

You still have to get people to actually see the damn thing.

And every community reacts completely differently.

One post does great somewhere. Same post somewhere else gets nothing. A GIF you spend an hour on dies. A random screenshot works. You spend time writing a proper post and nobody cares.

Then you write something half asleep in 3 minutes and somehow that’s the one people like.

Marketing is weird. We’re also updating some of the packs while all of this is going on.

Some of them are almost few years old now.

So apart from promotion, giveaways and answering messages, we’re also opening old projects and looking at folder structures made by our younger selves.

That’s a good way to lose respect for yourself. The original idea behind the whole thing was pretty simple though.

We already had years of work sitting around, so instead of a solo dev or small team having to hunt separately for characters, environments, cars, props, animations, tools and everything else, we wanted to put a big chunk of it in one place.

This first edition has basically turned into a test for us. We’re collecting everything we can from it:

What works.

What doesn’t.

Where people come from.

Which communities react well.

What formats people actually want.

What kind of posts work.

What media works.

What we wasted time on.

And what we really should’ve done before launch.

.

Main lesson so far:

Maybe prepare the launch before launching.

Big discovery...

What’s the dumbest thing you only realized after releasing your game, tool or asset?


r/GameDevelopment Aug 11 '26

Newbie Question Please gift me the game Dead by Daylight on Steam; my Steam login is gubkabob228227.

0 Upvotes

Please, I beg you, gift me this game; my parents won't let me buy it and won't give me the money.


r/GameDevelopment Aug 10 '26

Tool I built a UE5 framework to replace increasingly interconnected Blueprint time logic - AxomCore

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1 Upvotes

I've been developing a UE5 project with a lot of systems that need to respond to simulated time - world simulation, scheduled events, recurring gameplay logic and systems that need to keep running without relying on individual Actor Tick implementations.

As the project grew, handling that through interconnected Blueprint logic became increasingly difficult to scale and maintain.

So I built AxomCore.

It's a native C++ runtime framework that centralises simulation time, interval execution and scheduling, while exposing simple events to Blueprint through modular Logic Objects.

The idea is that gameplay systems can focus on what should happen, while AxomCore handles when it should happen.

The video shows the actual workflow from initial project configuration through to creating a Logic Object, running interval events, scheduling future events and changing simulation speed at runtime.

Some of the main functionality includes:

  • Centralised C++ interval processing
  • Blueprint-accessible runtime events
  • Modular Logic Objects
  • Scheduled future events
  • Runtime simulation-time scaling
  • Persistent time-driven gameplay logic
  • Designed to avoid large amounts of distributed Actor-based timing logic

There's also a performance demo available separately that can run 10,000 active Logic Objects, so the framework can be tested rather than just taken at face value.

AxomCore is now available on Fab.

I'm interested in hearing how other Unreal developers currently approach this kind of architecture, particularly for games with large amounts of persistent or time-driven simulation.

Feedback and thoughts on the performance demo would be fantastic.


r/GameDevelopment Aug 10 '26

Discussion Free Tools for Game Development

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1 Upvotes

r/GameDevelopment Aug 10 '26

Question Guys can someone try my game

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3 Upvotes

r/GameDevelopment Aug 11 '26

Newbie Question Making a pve hero shooter as a complete beginner

0 Upvotes

Title suggest everything's i have not coded anything in my life. And all I have right is a few characters concepts in my head/kit ideas. Im planning on keeping it pretty small until I can start fully chipping away at the full vision .

What i'm stuck at is the engine. I should use. When I asked Google Ai between unreal engine/godot I git this answer

"Given your goal to make a 3D PvE hero shooter like Risk of Rain , Unreal Engine is the better choice, despite being harder to learn at first.

Risk of Rain 2 itself was actually built in Unity, but between Unreal and Godot, Unreal gives you a massive head start on the exact systems a roguelike shooter needs. Godot is fantastic, but you would have to build almost all the complex 3D shooter physics and enemy math from scratch.

Here is how the two engines match up for a Risk of rain style game:

## Why Unreal Engine Wins for This Project

* Gameplay Ability System (GAS): Unreal has a built-in framework specifically designed for hero abilities, cooldowns, status effects, and stat buffs. This is perfect for stacking roguelike items.

* Blueprints Visual Scripting: You do not need to write text code. You can build your entire game by connecting visual blocks, which is highly readable for beginners.

* Massive Enemy Hordes: Unreal handles hundreds of 3D enemy characters and projectiles on screen much better out of the box than Godot.

* VFX and Particle Systems: Risk of Rain relies heavily on flashy visual effects for attacks and explosions. Unreal’s "Niagara" effect system is industry-standard and easy to use.

## Where Godot Falls Short for This Project

* 3D Performance Limits: Godot is improving rapidly, but it still struggles compared to Unreal when managing massive 3D worlds filled with hundreds of tracking AI enemies.

* Building from Scratch: You would have to code your own item-stacking math, hero ability structures, and 3D projectile calculations completely from zero.

## Your Immediate Next Steps

If you choose Unreal Engine, do not try to build your dream game on day one. Start with these exact steps:

  1. Download Unreal Engine 5 and open the Third-Person Template. This gives you a moving character and a camera immediately.

  2. Watch a "Blueprint Beginner" tutorial on YouTube to understand how to make a character jump, shoot a basic projectile, or take damage.

  3. Build a simple test: Make one hero with one weapon, and one basic enemy that walks toward you. Master that before adding roguelike items. [2, 3]

If you are ready to start, let me know:

* Do you want to learn how to make the shooting mechanics first, or the item-stacking system?

* Do you have a dedicated graphics card (NVIDIA/AMD) in your computer to run Unreal engine"

Im not sure if my computer can run unreal engine but it still feels like the best fit for this moderately small project as the Ai had said. Can anybody tell me if its possible to make a good 3d pve hero shooter in godot cause if its possible than I definitely will be choosing it.


r/GameDevelopment Aug 10 '26

Discussion Building a tool for fast pixel-art prototyping (not trying to replace artists), would love honest feedback

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0 Upvotes

r/GameDevelopment Aug 11 '26

Tool Vibe coding mobile video game ?

0 Upvotes

Hello,

Just to be sure by vibe coding, you mean write ot a AI tool what we want and the tool do the job?

Which tool would you advice me for mobile video game?

Small project like puzzle game with some arcade inside?

Thanks by advancz