Joined October 2016
1,682 Photos and videos
Skill only takes you so far in games. I’ve seen people crash multi million dollar projects based on their decisions and just hop to the next thing quickly. And I say this as facts not as a brag but then you have people like me who have shipped content and leading the content that has changed the sentiment of a map with the community in a positive way can’t find work. Taking a large chunk of content and turning it into something more meaningful isn’t an easy feat in today’s climate. Big risk with taking on a worst performing map is it getting backlash “we miss the old map and the old map is better”. If you’re just competent enough and play the snake game you’ll be good.
Jun 9
Shock me with the harshest reality truth.
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Mostly decision makers aren’t desirable in JR-SR roles. They just want cogs that are implementor # 46747. So competence with decision making doesn’t matter as much. You think somebody applying that has a track record of shipping good quality content would be desirable.
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Tries to beat them by launching many game marketplaces. Fails and can't beat them Yeah, they have a monopoly They are going to keep lobbying to twist Valve's arm to be less consumer freidnly so they can get more money.
Consumer Competition Claims (CCC), through GameClaim, has launched a new class action against Valve in the Netherlands. The group claims Valve controls around 85% of the PC game market and uses rules that make it harder for developers to sell games cheaper on other stores. It also argues that Steam’s 30% cut on game sales is too high and shows anti-competitive behaviour. According to CCC, Dutch gamers have paid more than they should due to these practices, with total damages estimated at over €220 million since 2013.. The group says it will first try to reach a settlement with Valve. If that fails, the case could go to court and may take several years to resolve.
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The issue I have is big corps claiming they have a monopoly, which isn't true. They always "bully" companies into submission to get their way. The fee hurts indies more than big publishers, they aren't fighting for small fries, nor do they care. They only care now because they cannot crack the code. In a perfect world, the % taken should be a bracket. less than 100k sales is 10%, 500k sales is 20%, up to 30 % and only the sales after that tier are "taxed" at that rate. That way it helps the small fry.
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Another crazy night of storms!
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Do people even like making games anymore? What problem is this even trying to solve?
Internal test game created by a single (senior) developer in 5 days using our new tools and engine. Uses WASM mini-engine (ECS, rendering, animations and physics). 100% AI generated assets using our new asset pipeline. Custom character controller. Slop or not?
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The urge to make some designs for this!
THE MOVEMENT IS INSANE WORDS CANT DO IT JUSTICE LIKE ITS XDEFIANT BUT SPLITGATE BUT TITANFALL 2 AND THE GRAPHICS ARE INSANE (Offically Released B-Roll Gameplay) (Used With Permission)
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He reminds me of Saul’s brother from breaking bad but for purple.
This is unnecessary and intentionally signaling Trans. They know what they’re doing. Once you notice bisexual lighting being used, you can not unsee it. This is intentional. I will not be gaslit.
Community note
The circled purple area is the planet Threshold, the largest planet in the system Alpha Halo resides in. The new cover art for Halo: Campaign Evolved is a direct remake of the original for Halo: CE, also featuring Threshold. en.wikipedia.org/wiki/Halo:_Com… halo.fandom.com/wiki/Threshold In-game screenshots also support this: media.gamestop.com/i/gamestop/200…
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Love seeing where and how Gears of War movement kit has evolved. A little fact, I tried to go pro in GOW 1 (was really good and won many tournies), but wasn't allowed to get on a plane and travel to MLG Dallas.
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Can't wait to play the new Spyro with the kiddo!

ALT Spyro Spyro Glasses GIF

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For the main girl character debate, there is no question that there has been an uptick in females being the main protagonist in games. I personally don't have a problem with that as long as there isn't a nefarious agenda behind it. Two things it could be, one an agenda, two, there is a ceiling in games, and greed is greed, so they want to expand the market. They want more females to buy games. One to expand "growth" and two females generally spend more than males. (Image found online, not mine). Working at a big company is not as simple as a few rogue employees calling the shots. Things trickle down from the top. So anything that makes it into a final product is "allowed". Both sides have fair arguments. Main characters should have some appeal, whether that is looks (to me, I don't care about that in the sense of sexual, I do like an interesting designed character though), gameplay, or relatability. It's hard for men to relate to women and vice versa. So if you have a majority male market and expect them to, it's silly. So then you have gameplay and looks. The more ticks you don't check, the more chances of backlash. In short, the people who control the direction are upsetting the market they do have by chasing the market they don't have.
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And in GOW case, they have been making GOW for a long time now. There are so many things you can just rehash over and over. They are heavily narrative driven, so it could just be they wanted a new avenue creatively. New abilities, new character, new pov, etc in the same world.
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Found it, all you have to do is become a modern day politician.
Jun 5
just fuck around until you accidentally find the infinite money glitch
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When big corp loses to people who are not in their circle, they play lawfare or PR attacks. Steam is not a monopoly. A monopoly is corruption with laws/rules that prevent competition from entering the market. Valve does none of that but offers a better product and service. While others cram 999999999999 features that no one asked for, that need a NASA space computer to run it, they are clear and focus on what they are trying to do and do it well.
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Game dev updates are coming to an end. I hate making excuses but dealing with my sick fiancé, being laid off, looking for a job that pays more than 10$ an hour, I wasn’t able to pull it off in the time I had. Bank is no longer approving me for assistance, although original agreement was for 12 months, they are stopping it 7 months in. So things are changing and need to handle this new situation. I just scavenged up funds for CDL schooling and was supposed to start next month, but now this has unfolded. May not be the end, but it is for now 🫡
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Bullet Spread needed a little adjusting #gamedev #indiedev
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A longer post. Im still experimenting with the level design to find a good direction. I know this game will have a core good audience, but it will take time to build it up; it's not a viral hit type of game. Im still trying to find the game's identity, which art will help with that, but limited on the types of styles I can do with the time I have. Plus, it takes time to find the identity for games. The end has a play through of a playtest build im working on for next month. Obviously, everything is still a WIP. The movement is fun, fluid, and snappy. But I still feel the game is lacking the uniqueness, which again, I do know it takes time to find that and make it good. Im starting with a core foundation and then trying to find what makes it click, and it may just be the movement for all I know, and need to lean more into that. That is the big challenge when starting a new game is that you need to build the tech for the game, but don't know fully the game you're making. I, of course, have a core that Im building towards, but finding that uniqueness while also needing to simultaneously build the tech is a tough one. Going back and forth from creative to technical, to the reality of what you can achieve, is a challenge. Anyway, I wanted to blurb about what I've been doing. Having design sessions is something I miss. Being able to hear others thoughts helps a lot, even if you don't agree with them or goes against the goals, because it keeps thoughts moving and makes you defend those core pillars. So I use the next best thing, the void of the internet!
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I battle with moving on from games every day. It sucks because I've worked in many fields before games and this is honestly the only job I've had where I enjoyed every day of it, some not so much as others, but still the best job out there. It is extremely hard to be successful, especially doing it solo, and it's only going to get harder with AI (not because it's better, but because how even more flooded the market will be). I then think, there are people who have way more experience than I, millions of investments, and a team, and still fail. The odds are really low. Lesson here kids, shoot your shots as early as you can, because once you get more responsibilities the older you get, you won't have the years of learning (aka failing) to apply to your dream.
My reply to someone considering starting a video game company: The distribution of possible rewards for starting a video game company are generally not very good today. The market is well served, and gaining a foothold requires strong execution on both business and product issues, along with a substantial amount of luck. Plan to burn through seven figures with a not-great chance of making it back. If you do go for it, some bits of advice: Identify your customers clearly before you start. Not just a broad community, but specific people, and imagine them as you make decisions. Initially, build the smallest, most concise game you can imagine anyone paying for. It will still take much longer than you expect. Once something exists, hill-climb the value. Hopefully you will have some elements that clearly bring joy to people, which you can magnify. There will inevitably be tons of things that people find confusing, frustrating, or just boring that you will need to fix.
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Good times
Stealing the jetpack from Area 69 was peak childhood
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A quick timelapse from blockout to first art pass. Getting a workflow down for level creation and creating textures. #ue5 #gamedev
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