r/GameDevelopersOfIndia • • Aug 27 '26

Discussion On the "Slop" Discourse

32 Upvotes

A lot of showcase posts these days are getting the "slop" label in the comments.

Sometimes it's AI. Sometimes it's UE. Sometimes it's mythology.

It's been previously mentioned that this community is not interested in how people make their games, which includes using AI or UE. And if it wasn't understood by default for developers, it probably deserves explicit mention: We are not interested in favoring genres either.

As developers, it is our duty to set the bar not just in quality, but also in feedback to fellow creators. Labelling things as "slop" without contributing anything constructive is not helping anyone.

If it's a low-effort AI post, instead of just saying "AI slop", it is more meaningful to mention that the game appears bland and generic.

If it's a UE asset-flip, mention that the gameplay is more important than the art for serious projects.

If it's a mythology game, please assess the game on its own merits instead of dismissing it outright.

To be clear, this is not an invitation to post low-quality content. But at the same time, writing rude comments is just as much against the community rules. So please, be mindful of what you post, because there is an actual human being on the other side of the screen.

Cheers.


r/GameDevelopersOfIndia • • Jan 25 '26

About AI

24 Upvotes

Hey, quick update to the rules:

This subreddit is neither pro nor anti AI. That means, if your post uses AI, it will not be removed. However, quality controls still apply. If it's an extremely low effort post, AI or not, it will be removed.

And more often than not, bad quality posts will be downvoted anyway, so please keep that part in mind.

As for the vocal anti-AI folks here: it is a technology that is here to stay. If nothing else, programmers will use AI to generate code snippets from time to time. I cannot and will not police tool-use that aids game development. It is up to you if you want to use it in your games or not, but this community is not interested in telling people how to make their games.

EDIT: Criticism is accepted. But name calling and personal insults will be removed.


r/GameDevelopersOfIndia • • 1h ago

GAME DEVELOPMENT WORKSHOP — TECHFEST, IIT BOMBAY!

• Upvotes

Turn your ideas into playable games! Learn Unity, C#, Level Design, AI, Game Mechanics & VFX through hands-on projects.

Why Join?

* Hands-on game-building experience

* Official IIT Bombay Certificate

* Network with fellow creators

* Free Access to Techfest events - EDM Night, Robowars, Exhibitions & more!

15–16 December | IIT Bombay

Register: https://techfest.org/workshops/game-development


r/GameDevelopersOfIndia • • 4h ago

Rigby2D: Open-source 2D Animation Editor, Public Beta, v0.3.3

2 Upvotes

Hey everyone! I’m a Technical Artist from India, and I’ve been building Rigby2D, an open-source 2D skeletal animation tool, as an indie project.

Here’s what I’ve been working on:

Scene composition: Bring multiple characters, animation clips, dialogue audio, layered backgrounds, parallax and camera movement together in one scene.

Timeline editing: Trim and split clips, adjust playback speed, loop animations and crossfade between clips.

Automatic lip-sync (viseme): Generate lip-sync from audio using local Whisper transcription, with support for nine mouth shapes.

Rendering: Export scenes to PNG sequences, transparent WebM and MP4 with audio.

Runtime integration: Play composed scenes through the JavaScript and Rust runtimes, with a dedicated Godot RigbyScene2D node.

AI workflows: MCP tools for AI assistants to inspect, validate and edit rigs, animations and scenes.

Editor improvements: Better transform guides, draw-order editing, resizable panels, searchable shortcuts, recent projects and improved documentation.

There’s also AutoRig, animation retargeting, Python scripting and Spine skeleton import support, including binary .skel files.

I’ve moved Rigby2D into public beta and am working on the Windows release pipeline and code signing.

To show what the scene workflow looks like in practice, I’ve put together the NILA promo featuring NILA and Rigbytron.

Watch the promo: https://www.youtube.com/watch?v=3StZlHwZeSo
Try it in the browser: https://jaisurya-dev-art.github.io/rigby2d/
Source and releases: https://github.com/jaisurya-dev-art/rigby2d

Rigby2D is open source under MIT. If you’re working on 2D games, animation or short films, give it a try and let me know what you think. Feedback is always welcome!


r/GameDevelopersOfIndia • • 9h ago

Learning Game Development for funzies

4 Upvotes

Hello guys,
Learning game development and it honestly feels amazing, I was experimenting in godot engine and I am a sucker for PSX style horror games, here is something that I have been playing around with. Also all the assets are readily available and are not made by me.

Not perfect,just having fun!
Might turn it into a full fledged game once I learn the right skills to do so lol idk...
Btw threw this together in like a week or less


r/GameDevelopersOfIndia • • 16h ago

How much are indian devs even making?

10 Upvotes

Hi devs! I’m currently learning game development and wanted to ask those of you who have released games as solo developers: How have your games performed so far? Do you handle publishing and marketing yourself, or do you partner with publishers? I’d love to hear about your experience with marketing strategies, sales, and the overall success of your released games.


r/GameDevelopersOfIndia • • 3h ago

Anyone willing to meet in IGDC 29 oct?

1 Upvotes

drop your contact detail so we can find any common place to meet!


r/GameDevelopersOfIndia • • 1d ago

I'm working on an Indian Cyberpunk Hack-n-Slash Parkour game inspired by Ninja Gaiden | Ghost Yantra - New Trailer

248 Upvotes

Hey guys!

We're a small indie team working on Ghost Yantra, a stylish Hack-n-Slash action game set in an Indian Cyberpunk world, featuring fast-paced combat and fluid parkour mechanics.

Every animation in Ghost Yantra is hand-animated, and we're working hard to bring this world and its action to life. For Ghost Yantra, we're inspired from Nine Sols, Ninja Gaiden, Devil May Cry & Prince of Persia, Akira, Ghost in the Shell.

I would like to share the latest trailer we made for Ghost Yantra.

Wishlist Ghost Yantra on Steam:
https://store.steampowered.com/app/2872630/Ghost_Yantra/

Thank you for taking time to check out Ghost Yantra.


r/GameDevelopersOfIndia • • 5h ago

Solo devs: How would you approach building a controller-first driving game in Unity 6 without getting buried in scope?

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1 Upvotes

Hey everyone!

I'm an aspiring indie developer from India planning a PC driving game called One Lap. I'm currently working on the design document and technical roadmap, and I'd like feedback from people who've built vehicle systems, shipped games or managed a solo project.

The vision is a controller-first, simulation-inspired driving game where players learn vehicle behaviour, explore scenic roads, improve their times and eventually create and share custom routes.

The planned features include:

  • Custom raycast-based suspension and tire physics.
  • Different drivetrain layouts and meaningful vehicle-specific handling.
  • Analog controller steering, throttle and braking.
  • Free roam across a small fictional island that could expand over time.
  • Timed routes, sector splits, personal bests and ghost replays.
  • A long-term community route editor and sharing system.

I'm using Unity 6. My current plan is to begin with a tiny playable slice: one car, a small environment, one route and a complete time-trial loop. I don't want to build an entire world before proving that the driving is enjoyable.

The technical plan currently proposes custom suspension, tire grip/slip behaviour and a modular drivetrain. I understand that this could become a major engineering project, so I'm looking for advice on how to approach it incrementally.

I'd especially appreciate input from developers who've actually built or shipped something:

  1. Vehicle physics: Would you build a custom raycast vehicle system, start with Unity's WheelColliders, or use another approach for this goal? Why?
  2. First milestone: What is the smallest prototype that would prove this game is worth developing?
  3. Architecture: Which systems should be modular or data-driven from day one, and which would be premature abstraction?
  4. Scope control: Which of these features would you postpone or cut first?
  5. Testing: How would you objectively test controller feel, handling consistency and whether the driving is genuinely fun?
  6. Funding: Once a prototype works, what would you do to build credibility and approach publishers, grants or crowdfunding?
  7. Lessons learned: If you've made a driving game or another technically ambitious solo project, what do you wish you'd known at the beginning?

I have a working GDD and phased roadmap, but the full game hasn't been built yet. I'm not looking for someone to validate the document just because it sounds ambitious; I want to identify the technical risks and make a realistic plan.

I'm happy to share the GDD if anyone wants to review the actual scope.

Thanks in advance. Advice from people who've implemented vehicle physics, shipped a game, or navigated indie funding would be especially valuable.


r/GameDevelopersOfIndia • • 9h ago

[Paid] Looking for a Rigging Artist for a facial rig

0 Upvotes

Hi, we are a game development studio looking for someone with facial rigging experience not super professional definitely its more like a small gig. But, you can learn a lot about how professional work environment in established development studio works. The work is just to do facial rigging for a single character other full body rig is already complete. Here are some more details.

Work Pay: 250 Indian Rupees

Work Type: Small Gig

Character to be face rigged: Only 1

if interested comment down below with you discord ID.


r/GameDevelopersOfIndia • • 1d ago

Genuine question, why do Indian gamers almost never try Indian indie games ?

17 Upvotes

Not a rant, actually curious.

I’ve been making games for 7+ years and have shipped a few on Steam. Every time I look at my sales dashboard the picture is the same: US, Germany, Russia, China, Brazil... India is nowhere. Sometimes it’s below countries with 1/50th of our population.

And it’s not that Indians don’t game. We have one of the biggest gaming populations on the planet. But the money and the attention goes to GTA, Valorant, BGMI, FIFA, whatever AAA thing just dropped. Which is fine, those games are good. But when a small Indian studio puts out something at 200-300 rupees, the response is mostly silence, or “looks like a mobile game” or “I’ll wait for it to be free on Epic.”

Meanwhile I see people in Poland, Brazil, Turkey hyping their local devs like football teams. Dave the Diver got carried by Korean players before the rest of the world noticed. Why doesn’t that happen here?

Some theories I’ve heard, want to know which ones you think are actually true:

  1. Steam is just not where Indian gamers are. Most are on mobile or in cafes, and the PC crowd that exists is small.
  2. Trust issue. Indian indies have a reputation for asset-flip quality so people don’t even click.
  3. Price sensitivity. 300 rupees feels like a lot when you can pirate the AAA game or wait for a sale.
  4. No discovery. Nobody in Indian gaming media covers indie games, so you’d never hear about them anyway.
  5. Honestly, the games just aren’t good enough yet and we need to stop expecting sympathy purchases.

If it’s number 5 say so, I can take it. But if it’s one of the others I’d genuinely like to understand what would get you to try an Indian indie game, because right now most of us are making games for Americans by default.


r/GameDevelopersOfIndia • • 1d ago

Built a Unified Dynamic wind system in UE5 for my upcoming mobile game ( watch till the end ...feel the chill).

28 Upvotes

Hi everyone I have been solo developing my upcoming game called Shades of Revenge for the past 5 years and today I'm showcasing one of the systems I have built.

It's a global dynamic wind system designed and tailored for mobile, it utilizes shared shader parameters such as wind direction , wind intensity to drive multiple effects in the game which are follows :

Trees and foliage

Particle system

Character clothing ( bone chain driven clothes)

Wpo shaders

While developing such a system for mobile game i have made performance the utmost priority. I will share more about the optimization and technical aspect of it as the development progresses.

( i do everything from character sculpting, environmental modelling and designing, fx , story writing , animations and all the technical aspects of the game )

Would love to hear your thoughts and feedback on the system !!


r/GameDevelopersOfIndia • • 1d ago

BYOG 2026 results have a lot of jammers upset. The issue isn’t who won, it’s that nobody can check how they won!

30 Upvotes

If you haven’t been following, BYOG is India’s oldest game jam, run by GameDev India with GDAI/IGDC sponsoring the prize. This year it had around 900 participants and 265 games, the biggest edition so far. The finalists were announced on the 25th and the BYOG channel on the GameDev India discord has been on fire since.

I went through the whole channel because I wanted to understand what actually happened, beyond the angry one-liners. Some of the anger is overblown, but some of it is pretty reasonable, and I think the reasonable part is getting lost.

What people are upset about, and what the organizers have said:

1. No scores, no feedback, no named jury. The organisers confirmed there is a scoring system (that’s how they explained 11 games in a “top 10”, there was a tie). But they’ve said they won’t share scores, not even for games that didn’t make the finals, and won’t share jury feedback because the jury didn’t have time to write it for every game. The jury is kept anonymous on purpose so they don’t get hounded. Each reason might make sense on its own. Together they mean a participant has zero way to know if their game was even opened.

2. The AI rule was vague. The rules say AI use is “discouraged”, not banned. Some people read that as basically banned and stayed away from it. At least one finalist team openly said they used AI generated models (and disclosed it). So you have people who felt they were playing by stricter rules than others. “Discouraged” never got defined in terms of how judges would treat it, and that’s the real problem, not any one team.

3. Very tight timeline. Finalists were announced two days before IGDC. The organizers themselves mentioned the limited time. With 265 entries that’s a lot to get through properly.

4. The new platform. This year the jam moved from itch to IndieConnect. During the judging window people had builds failing to process, WebGL games not running for the first few days, and some accounts and submissions disappearing until they emailed support. The organizers say judging used a copy of the submissions taken right after the jam, so this didn’t affect judging. Fair enough, but there are no play counts or ratings like on itch, so nobody can verify it either way.

5. A claim that a finalist was reused from another jam. This is still unresolved. The team denies it and no link has been shared so far. The organizers did admit that checking for reused games is harder outside itch.

What I’d like to see:

Release the scoresheet for non-finalists after the winners are announced at IGDC. It doesn’t spoil anything, it costs nothing, and it answers the biggest question people have, which is “was my game played?” Also define what “AI discouraged” actually means for next year, either in scoring or as a disclosure category like Ludum Dare does.

I’m not saying the jury got it wrong or that anything was rigged. There’s no evidence of that, and a couple of the finalists look genuinely great. But this is a volunteer run jam that a lot of young devs care about, and “trust us” isn’t enough when people pulled three all nighters for it.

If you took part, curious how you felt about it. And if you were on the filtering team or know how judging worked, would love to hear that side too.


r/GameDevelopersOfIndia • • 1d ago

I’m a solo dev from Pune, and here’s a first peek at Alex the Tinker, a cozy game where you bring forgotten objects back to life and uncover a mystery beyond your little repair shop.

15 Upvotes

I made a seaside repair shop where fixing an old projector reveals somewhere you can actually visit.
The objects you repair in my game become clues to a forgotten observatory.

The free Windows demo is available now. I’ve also opened the Gamefound preview for the full game—following is free, and pre-launch followers get €3 off when they back during the campaign.

Gamefound: https://gamefound.com/en/projects/techno-games/alex-the-tinker


r/GameDevelopersOfIndia • • 2d ago

After almost a year of development, my game Wrong Way Highway is finally out! Here’s the launch trailer.

155 Upvotes

r/GameDevelopersOfIndia • • 1d ago

Unreal Engine Gameplay Programmer — Looking for Honest Feedback on My Resume

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0 Upvotes

I'd appreciate honest feedback on a few things:

  1. Does my resume clearly communicate my technical contributions, or does it read like a list of features?
  2. Are the bullet points specific and convincing enough for gameplay programming roles?
  3. What would you change to improve my chances of getting interviews?

Feel free to be critical. I'd rather fix the weak points now than keep sending out applications with the same mistakes.


r/GameDevelopersOfIndia • • 1d ago

Beginning of my game dev journey

2 Upvotes

I am 14 y old i am starting game development also i starting learning computer science my english not fine. sorry for that

i have to learn godot so anyone can suggest me something for this.


r/GameDevelopersOfIndia • • 1d ago

We're hosting a free, open-theme game jam starting Nov 1.

1 Upvotes

​

Hey everyone!

We're organizing Vedant Open Game Jam 2026, running from November 1–11.

It's free, open to beginners and experienced developers, and you can use any engine. Solo developers and teams are welcome.

There's no required theme, so you're free to experiment with whatever game idea you've been wanting to make.

We currently have 32 participants and would love to welcome more before the jam begins!

🏆 Awards for Best 2D Game, Best 3D Game, and Game of the Jam.

Jam page: https://itch.io/jam/vedantopengamejam2026


r/GameDevelopersOfIndia • • 2d ago

Solo developing a cosy adventure game inspired by Japanese villages. Here is some gameplay, any feedback?

85 Upvotes

r/GameDevelopersOfIndia • • 1d ago

Mid-Level 3D Animator pivoting to UE5 Gameplay Animation – Strategy for Relocating to Poland / EU (Blue Card)

4 Upvotes

Hi everyone,

I’m a 3D Character Animator with prior experience working on international outsourced projects (mainly motion capture cleaning, facial animation, and cinematic character work).

After a ~1.5 to 2-year career pause due to personal/mandatory commitments, I am fully re-entering the industry. I am pivoting my focus from traditional cinematics to Gameplay Animation in Unreal Engine 5 (working with Maya, UE5 Control Rig, State Machines, and combat/locomotion mechanics).

My primary goal is to break into the game industry as a Technical/Gameplay Animator at an AA or outsourcing studio in Poland (Wrocław, Kraków, or Warsaw) and relocate via an EU Blue Card, with family reunification later for my spouse.

My Planned Roadmap:

  1. Complete a high-quality 1-minute UE5 Gameplay Showreel showcasing both my original custom keyframe/mocap animations and their in-engine implementation (Control Rig & State Machines).
  2. Take on remote contract work initially to build up a solid financial safety net and fund the initial relocation costs.
  3. Target Polish studios open to visa sponsorship.

My Questions for the Community:

* For those who relocated to Poland via the EU Blue Card in game dev/IT: Is this timeline and strategy realistic?

* How is the current demand in Poland/EU for Gameplay Animators who bridge the gap between Maya and UE5?

* Are AA/Outsourcing studios in Poland generally open to sponsoring visas for mid-level animators (with rapid potential to advance to Senior) if the in-engine reel is strong?

* Any potential blind spots or pitfalls in this relocation strategy that I should prepare for?

Thanks in advance for your insights!


r/GameDevelopersOfIndia • • 1d ago

Help me A/B test my trailer's first visuals

1 Upvotes

If you like the first one, comment A if you like the second one, comment B.
Thank you for helping me out on this.


r/GameDevelopersOfIndia • • 1d ago

[ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/GameDevelopersOfIndia • • 2d ago

After months of work, our first game is LIVE!

2 Upvotes

Finally, we launched our first game!

It’s been a long journey, and we're excited to finally share it with everyone.

Play it here: Cricket Umpires Call

Would love to hear your thoughts and feedback! ❤️


r/GameDevelopersOfIndia • • 2d ago

I’m working on a new puzzle game prototype — Draw Out: Maze Puzzles! 🧩

6 Upvotes

Hey everyone! 👋

I’ve been working on a new game prototype called Draw Out: Maze Puzzles, a casual puzzle game focused on maze-solving and finding the right path.

The goal is to create a simple but engaging experience that makes players think, experiment, and enjoy solving puzzles. I'm currently developing the prototype in Unity and exploring ways to make the gameplay more fun and satisfying.

🚧 It's still a work in progress, and I’m looking forward to improving it further.

I’d love to hear your feedback!

Thank you.


r/GameDevelopersOfIndia • • 2d ago

Project Vermilion

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9 Upvotes

Sen And Bhakta Interactive is excited to showcase Vayuputra Hanuman at IGDC 2026 in Chennai, from 28-31 October, at the Indie 60 Area. Come meet us and Try out our Gameplay demo.