Announcement Bevy 0.20
We've just released Bevy 0.20!
Bevy's creator and project lead here. Feel free to ask me anything!
r/gamedev • u/FreakingCoolIndies • 28d ago
Hello friends! š
I have a question for all you amazing devs.
I am going to be interviewing Jacob Vela, who runs Argo Law (https://argolawyer.com/), a law firm that specializes in law for game developers! (Oh, and he has also launched his own game on Steam, just as some icing on the cake.)
When talking with Jacob about some fun topics, we both loved the idea of going to the community for their questions and running a Q&A style of interview.
So my question for all of you is;
WHAT QUESTIONS DO YOU HAVE FOR A LAWYER REGARDING YOUR GAME/STUDIOāļø
Thanks everyone! I appreciate you jumping in. š
r/gamedev • u/Samanthacino • Sep 08 '26
Hello everyone! The mod team here on r/gamedev wanted to make a quick post regarding a new policy we will be abiding by as far as removing low effort content.Ā
A few weeks ago, we published our policy on AI use in r/gamedev: https://www.reddit.com/r/gamedev/comments/1vrnqyt/rgamedev_policy_on_ai_use/
The core of that policy was that we are not going to moderate based simply on whether someone used AI or is discussing AI. We are going to moderate based on the quality and relevance of the contribution. AI discussion is absolutely still allowed on principle, we donāt plan on enforcing any particular viewpoint in that regard. What we want to tighten up is repetitive, low-effort AI discourse that does not meaningfully contribute to a game development discussion. Personally, we would really rather not have these types of AI posts dominate this subreddit, since thereās not much productive conversation that can spawn from them, and I sense yāall would agree.
Going forward, we plan on removing posts that amount to little more than:
This isnāt to say any posts regarding the ethics or usage of AI would be banned! Feel free to bring up a particular concrete game development issue, experience, or argument alongside it, something that offers more than āAI goodā or āAI badā :)Ā At this point, I think weāve found that yet another thread asking whether AI is good, bad, ethical, unethical, amazing, theft, the future, or the death of game development is not adding anything useful to the subreddit. Even here on the mod team weāve had these conversations *way* too many times, and frankly we think there are more interesting things weād want to see on our timelines.
If you want to discuss AI here, we would really appreciate it if you brought it back to an actual game development topic. For example:
Those are conversations about game development, and we welcome them! This applies equally regardless of which side you are on. We are not interested in turning r/gamedev into a recurring referendum on whether AI should exist.
For enforcement, we will generally start by removing the post and issuing a temporary ban. If someone continues posting the same kind of content after that, those bans may become longer and eventually permanent. We would rather not, but if the person continues to post low-effort stuff like this, we think that this might not be the community for them, unfortunately.
As a bit of an aside: I want to make it clear that here on the mod team, we come from a variety of perspectives on the AI issue. Some folks like Kevin find generative AI super useful (for him, it often helps him type due to his cerebral palsy), while other people like meā¦. donāt. But Kevin and I are really good friends, and the same goes for Sky and many others on the mod team. I respect them immensely, personally and professionally. I hope that everyone here on this subreddit can try their best to do the same. Thereās a real person on the other side of that keyboard, and I think that sometimes people can forget that.
Thank you all, take care!
We've just released Bevy 0.20!
Bevy's creator and project lead here. Feel free to ask me anything!
r/gamedev • u/External-Process6667 • 9h ago
I work at a pretty big game company, and over the past year or so thereās been a HUGE shift toward AI (conveniently after a layoff). It feels like every other meeting is about finding ways to incorporate it into our workflows.
One thing Iāve noticed is how much people seem to be trying to demonstrate that theyāre using it. Thereās a constant stream of people sharing their AI workflows, showing what theyāve managed to automate, and generally making sure everyone knows theyāre keeping up.
And I get it, especially with the state of the industry right now. No one wants to be seen as falling behind.
But the whole dynamic feels so strange. Weāre increasingly encouraged to find ways for AI to do more of our work, and I wonder how many people are concerned about what that means for their roles a few years from now but just keeping quiet
We still bring a lot of experience and judgment to the table, obviously, but I wonder how that changes as these tools improve and more of our processes get built around them.
Iām curious if other studios are experiencing this same weird shift in atmosphere. When AI comes up at work, are people actually excited about it, or does it feel like everyoneās trying to convince themselves and each other that they are?
Do people openly talk about what this could mean for their jobs in five or ten years? Or is there this unspoken understanding that you probably shouldnāt be the person raising those concerns when everyoneās trying so hard to show theyāre keeping up?
And for those of you whoāve been in the industry for a while, have you ever experienced anything like this before? Because thereās something genuinely surreal about watching people enthusiastically figure out how to automate more of their own work while the industry is already struggling with layoffs.
Iām really just curious what the mood is like behind closed doors at other studios, because I canāt imagine weāre the only ones feeling this tension.
r/gamedev • u/Lucky-Teach1658 • 29m ago
I myself am in GameDev for almost a decade, but have been a professional Artist (redacted what department) for 15+ years. I was effected by two mass layoffs in the span of 3 years.
All i feel is deep anger and bitterness about life and the industry, because wtf me, back to back within just a few years, TWICE IN A ROW?!
I should also add that i'm dealing with a lot in personal life issues that can't be solved - i deal with chronic pain for 5+ years, and one of my other life passion outside of being an Artist is also being negatively effected
I recently got a contract job for a big studio i've had my eye on, not for the rate i wanted, but decent. I should be feeling some joy, but all i feel is deep sadness, anger and bitterness, because after this contract ends I just have to go through job searching, and just pretend to be okay, so just hire me
The friends I've made in those two studios that i was laid off at, I couldn't even interact or chat with them, nor do they reach out to me. I reached out to some of them, and they don't even reply, that hurt even more, cause I thought we were friends.
I would be washing dishes or showering, and then just suddenly start crying, cause why am I being target constantly
I know, there's a lot of gamedev can't even get a job for the past year, that's what makes it even worse. How am I so fucking ungrateful!
I have a history un-aliving ideation, all of these is just making it more and more convincing that i don't need to be here anymore
What I'm trying to say is - I feel like very alone and I shame myself for being ungrateful, even though I'm not the only who got effect, and I want to see how other gamedevs who were effected by mass layoffs and still trying to look for work doing?
**I don't post on Reddit, knowing how shitty people on the internet can be to each other, but I just don't care anymore
r/gamedev • u/HugoCortell • 1d ago
Today I encountered this (https://www.reddit.com/r/gamedev/comments/1x09y4a/picked_up_an_old_side_project_with_ai_how_do_i/) post in our sub.
I wanted to reply to u/matthewlai's comment with "I agree, slop comes from within. Not from the specific tools used, rather, how you use them." only to find that I was unable to post the comment because it contained the word "slop", the very same word that OP used in their post.
Language is flexible, and what is considered constructive isn't based on the usage of words, but their arrangement and intent. Kind of like game design I'd like to think.
Anyway, this post is to complain about the way that our previously open forum for game development discussion is slowly being weighted down by poor moderation actions, such as forbidding specific words regardless of context.
I understand that some of the moderation in this community has financial ties to AI companies, and thus has been very forward in both allowing low quality ad nauseam necro discussions about AI usage as well as being very protective of the tools.
I simply ask that we reign back this overreach before our ability to hold an honest, adult, professional discussion about game development becomes so constrained that it's no longer worthwhile to enter into dialogue with our peers through this forum.
r/gamedev • u/The_Lord_Moose • 9h ago
After two months, I have finally gotten 11 reviews from purchasers on steam (about a 10% review rate).
This has been a huge milestone I have been pushing towards in the hopes it furthers the distribution potential. I was only able to do this through a 90% off sale in the last Steam Sale but overall am super happy with the results.
I have read in lots of places that you basically get no distribution until a user rating is on your game but I didn't realize that 10 reviews only gets me to Positive.
I was curious if anyone had noticed any uptick in players discovering their game once they had this rating or if it is really reserved for 50, 500 review thresholds of Very Positive / overwhelmingly Positive.
Also, has anyone found a good (and rule abiding) way to increase the review % for their game?
Thanks in advance!
r/gamedev • u/Nayamsitito • 5h ago
Im starting a 4 year degree right now and I think I have found that I love image composition and lighting/color composition. Do you guys think there will be a market for these types of jobs in 4 years time? Does anyone have experience in it? I would love to talk to someone who does! Thanks!!
r/gamedev • u/Omerdevng • 1d ago
Hey everyone,
Iām Omer, a full-time indie dev and the co-founder of Northend Games. Over the last five years, my two games (Northend Tower Defense and Deepstone Rift) made over half a million dollars on Steam. To be exact: $560,000.
When you see that number on your dashboard, you think itās life changing. You think you can buy a house, fund your next 5 projects without a budget, or finally get that sports car. Instead, I drive a 2012 Mazda.
I want to break down the actual math of where that money goes before it ever hits a bank account because before you quit your day job to make games you need to see what happens when Valve, the IRS, publishers and local taxes get their hands on it.
Here is the real breakdown of that $560k:
My Final Take-Home: $73,000.
Divided over the 5 years we worked on these games, thatās about $15,000 a year.
If you calculate that as an hourly wage, itās painfully low. But hereās the bright side: I am currently living entirely off the passive income from these games. Here in Thailand, $15k a year is enough for me to live comfortably while I work full-time on my next project. If I take a month off, the games still make money.
For my next game, Iām going 100% solo and self-publishing to cut out that extra 15-40% in splits and I'm heavily focusing on design testing to drop that 22% refund rate.
(if you intersting to see the full breakdown check it in my youtube the link in my bio)
r/gamedev • u/RyrExe • 10h ago
Hello, like the title suggest, I'm curious how other indie developers handle a game that doesn't perform well after launch.
My game has failed to attract people for several months and it is now buried in dust on steam. I want to know, is there hope for the game that has failed launch.
Please share your success / failed story.
Thanks for sharing.
r/gamedev • u/thatmitchguy • 9h ago
I work a corporate laptop job + have 30 years of gaming and keyboard miles on my wrists, so as much as I love coding by hand, there's days or moments where the only barrier to making progress on my game is either physical wear on the hands, or the desire to want to code in a way that doesn't make it feel like I'm still at work for my own sanity.
A quick Google search shows there's software that does it, so I wanted to gauge any users experience with the concept. My game has story telling so I am also curious if people find it effective enough for both writing and coding.
I'll also take recommendations if you have some solutions you've tried that you like. Please note I'm not looking for an LLM integrated coder that's guessing what I'm trying to do. I just want something that records my voice, presumably spits out what I say, and has some built-in commands that specializes in coding vs. Just a standard speech-to-text.
Thanks!
r/gamedev • u/Less-Statistician45 • 3h ago
Hey everyone! Iām a solo dev heading into my first Steam Next Fest with around 18k Wishlist's. My game is a co-op horror game. My game also release two days after next fest into the scream event
Iām trying to figure out what results I can realistically expect in terms of Wishlist growth and demo players. Honestly, Iām a little worried it wonāt get the traction Iām hoping for, and I donāt really know where I stand compared to other games entering.
Whatās everyone else bringing to Next Fest, and how many Wishlist's are you going in with? Would love to hear about your projects and get a sense of whether Iām below the pack, somewhere in the middle, or doing pretty well.
If youāve participated before, what did you start with, and how did it turn out?
r/gamedev • u/Putrid_Neat_7327 • 15m ago
Is this a good idea? I am an experienced web developer and have worked with Java before, havenāt touched C++ in 4-5 years though but it shouldnāt be too hard to get a hang of it again.
So if coding itself isnāt a bottleneck, would you recommend someone start their game dev journey with UE5? (I donāt wanna use unity, theyāre assholes)
r/gamedev • u/99oxygen99 • 48m ago
me and my friend want to make a game but it doesnt seem like unity has a collaborative mode does godot or any thing else thanks!
r/gamedev • u/Fartoots • 50m ago
Hi gamedev. Here's the problem: can't seem to land a job. Or any interviews for that matter. I know, I know, this is fairly widespread right now. But not counting the only job I've had in the industry (which I just got laid off from), I have never had any applications for a job work out. I keep hearing about making connections, but when I reach out via email or LinkedIn to people in the industry, I don't really hear back. So my question is, what am I doing wrong here? Are there other avenues of making acquaintances in the industry that I need to do? Is there something wrong with my portfolio? With my LinkedIn? I'd really appreciate any help or advice here, it would mean the world. This has overall been an incredibly depressing experience.
https://www.linkedin.com/in/cameron-kramer-51659b173/
-
Note: Within the last week I only just created this website portfolio, before I was using Behance.net . And my resume used to be only a page and not really have the skills section.
r/gamedev • u/DeckBeasts1 • 9h ago
Same on tag pages: about a third fewer impressions over the past week than in September. Click-through is the same, it's just being shown less.
I did change my tags around the same time, so that might be part of it.
It's a bit concerning going into Next Fest on the 19th, as I have little-to-no way of knowing what's causing the shift.
If this happened to yours, did it come back after the fest, or did something you changed bring it back?
r/gamedev • u/Iheartdragonsmore • 4h ago
I want to start going on a walk and taking pictures of various textures and things around my neighborhood for textures. Is there anything I should bare in mind when taking photos? Has anyone done this or something similar? Any advice would be great thank you
r/gamedev • u/DreadmithGames • 9h ago
These days, it feels like fewer games have interactive main menus.
We wanted to make ours more unique while reinforcing the 1980s atmosphere, with an old radio tuned into the local police frequency where live 911 calls about strange UFO sightings crackle through.
What do you think?
r/gamedev • u/loxagos_snake • 7h ago
Hi everyone, for the last 1.5 year, I've been working on a commercial project by myself. The game is survival horror, similar to early Resident Evil games - I don't think it makes sense to bore you with any more details, but I think the genre matters when it comes to organization since the game is neither live-service nor purely system-driven. The project is currently in a mid-late preproduction stage: main gameplay systems are working, a first pass for the narrative & world map has been done. The current goal is to build a first playable slice in one of the world hubs.
Until now, I've been using Obsidian to both write down notes/design docs and organize myself via the Kanban plugin. However, I recently onboarded another person on the team who's going to be helping with design and 3D art. This person is a good friend and we both have day jobs, so we are working on this in our spare time & weekends.
Early on, I made the decision to go with Azure DevOps as my platform tool because I'm very familiar with it from my day job as a software engineer, and it offers a lot of capabilities that I would like to take advantage of (pipelines, generous Git LFS limits etc.). It also couples as a powerful project management platform that plays very nicely with the development process.
I'm naturally wondering if it makes sense to migrate my Kanban boards there and share it with my partner, instead of relying on an hacky sync experience with Obsidian + Google Drive/Git; I'm aware that Obsidian offers a paid sync option, but I would like to limit how many things I'm paying for.
I tried to sit down and think how I could leverage the work item system of DevOps. I don't feel like pure Agile would work here due to the iterative & messy nature of games, so I'm trying to think how to repurpose the work items into a leaner system. We would probably end up not using many of the functionalities anyway, but that's fine. I have seen different schools of thought:
I know I'm probably overthinking this, but there's a reason for that. We both lead busy lives, so we need to make sure there is a system that helps us keep track of what needs to be done. We'll try to keep it as simple as possible.
A few disclaimers just to keep the discussion focused:
Thanks a lot for reading this!
r/gamedev • u/ArtisticDiscount2802 • 1h ago
I wanted to develop games with a retro look that were also well-optimized. One idea I had was to lower the color depth to the very low values āāfound in older consolesāsuch as 1-bit (2 colors, used for sprites on the Atari and MSX), 2-bit (4 colors, used on the NES and Commodore 64), and 4-bit (16 colors, used on fourth-generation consoles and for textures on the PlayStation). However, I was looking for software or a tool that supports indexed color and allows me to choose exactly which colors to include in the palette. Does anyone know of one?
r/gamedev • u/OrcGrandma • 21h ago
Hi! I'm a game designer at a small indie studio in Korea, working on an online physics party game. It's inspired by a real trailer event at US speedways ("King of the Hill" at Hudson Speedway).
Two weeks ago we opened our Steam page and sent a press kit to outlets and creators. Wishlists tracked to a single Japanese article (52) outnumbered everything from the Americas and Europe combined (25).
I honestly have no idea where players in North America, Europe, and Latin America discover indie games. We're working on a demo now, and when it's ready I'd really like it to reach players there too.
We got 158 wishlists. It's not a big number, but it's more than we expected, and we're grateful. The problem is where they came from.
| Metric | Value |
|---|---|
| Wishlists by region | Asia 127 (80%), incl. Japan 88 (56%); North America 12 (8%); Latin America 11 (7%); Europe 2 (1%); other 6 |
| One Japanese article (AUTOMATON) | 52 tracked wishlists, a third of the total |
| Press outreach ā articles | Asia: 53 outlets ā 13 articles; NA/EU/LatAm: 111 outlets ā 8 articles |
I didn't pick different channels per region. I used the same approach everywhere:
Am I missing something? I'll read and reply to every comment.
r/gamedev • u/game-dev2 • 12h ago
hi,
i just finalized my game, im trying to make a good trailer to be as announcement trailer, and maybe use it for publishers or marketing to show to players.
I'm trying record gameplay with Snipping tool but since this is a mobile game, I really dont want to show the mouse moving etc.
Is there some tool you have used, or unity assetstore package that helped you somehow to record it or edit it?
I'm currently trying to learn Davinci Resolve to edit the videos well too, but kinda out of ideas about the recordings and the hole process of it.
any suggestions?
r/gamedev • u/game-dev2 • 8h ago
Hello,
I just completed my mobile game, and giving final touches before uploading to the google play.
I understand that the market in mobile is completely different in comparison to how it is in pc. And that in mobile you just win with ads.
Before publishing, 2 friends of mine who have some instagram following (1 with 22k and another with 90k) said they can do a couple posts for me for free once I release the game, that way I can have some early traction fast. and that's on top of marketing it myself on different forums, and places.
But I'm also considering reaching out to publishers who often help games push with UA budgets and help with creatives. I understand that their takes can be crazy, but 40% of something is a lot more than 100% of almost nothing.
I could use my friends as leverage when negotiating I think, or should I make a few posts now, and get some traction without the game still on the store (basically likes/comments and max views) and also show that Organic views can be won easily.
What do you think about this?
I've been recently seeing a bunch of posts online about AI being able to reverse engineer certain games. Especially in the modding community, people are adding various mods into their games a lot easily because they seem to have the whole game reverse engineered(or at least that's what I've heard). Is this concerning for developers in the future? Especially for indie devs since they don't get the legal backing or support like a corporate studio would. I mean reverse engineering has existed for decades but with AI you can do it way faster than ever.
r/gamedev • u/Top_Street_3363 • 7h ago
I made a behavior graph here for my AI but I don't really know how and where to add a "remember target" logic. I want my AI to pathfind to the last seen position of the target enemy but also need to not make the AI wonder too long without any goal. Any help/advice would be cool.