A passionate gamer and software developer who decided to venture into the Game Development world.

Joined June 2025
10 Photos and videos
Over the past weekend, I've learned a bit about GAS (Gameplay Ability System) and found it to be quite interesting - there's still a lot to learn. I've also started a small prototype while learning it. Today was more GAS implementation a bit of pixel art #UE5 #indieGameDev
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It is always incredible to see the number of things you don't know when you are learning something new. All in the video is to ensure that my character moves correctly. A lot of research was done alongside @DruidMechanics fantastic course. #UE5 #gameDevJourney #indieGameDev
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I hate not understanding what I'm doing and just following along courses/tutorials... This is me trying to understand why I needed to cast the "UInputComponent" into "EnhancedInputComponent". #UE5 #indieGameDev #gameDevJourney
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Finally understood swizzle axes in UE5 Input Mapping. Thanks to UE5 docs (surprisingly - maybe?) Keyboard keys are 1D inputs (0.0 or 1.0) that default to x-axis. Use swizzle to map to y/z-axis instead of hunting for editor orientations😅 #UE5 #indieGameDev #gameDevJourney
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Today's plan: learn about Enhanced Input in Unreal and finally make sense of moving orientation in UE5. Yesterday was all about understanding skeleton mesh, animations' blueprint, and how to associate it with your character/enemy BP. #UE5 #IndieGameDev #LearningJourney
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Well, it is funny that I mentioned version control yesterday, and somehow got my entire work corrupted - all files disappeared (BPs, Inputs, Flipbooks...) -so I had to restart everything. At least it was nothing important. #gamedev #indieGameDev #UE5
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I'm surprised that the Unreal courses I have so far do not cover version/revision control. I mean, just like in software, I would love to have a working version of my game and add features/fixes on top of it without having to undo or delete stuff to rollback to a previous stage.
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You sure have a built-in way to change the top viewport axis orientation, right, Unreal Engine? RIGHT?!
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Decided to take a detour on the journey... I was getting tired of following 3D tutorials, so I decided to focus. Goal: mostly 2D games (top down) Action: @CobraCodeDev's Udemy course modules 4 and 5 -> build stuff docs I'm having this urge to just go and build things.
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Day 9 UE5: Building an obstacle course! - const functions for pure methods - Rotating actor Blueprints First obstacle course prototype. It was fun to play around building something sort of "playable". Just a bit more before tackling 2D games. #gamedev #UE5 #cpp #leveldesign
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Day 8 UE5: Headers and FRotator - FString logging - more debug tools - Member functions - .h files seem like interfaces - FRotator for making things spin like crazy Slow day due to packing for travel. Might do something during the plane (or not) #gamedev #UE5 #IndieGameDev
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Day 8 UE5: Debugging systems! - Member functions & Blueprint variants - UE_LOG for C debugging Nice to see the first tool for debugging. Also, it seems game dev uses a lot of vector calculation... brings back my engineering college times. #gamedev #UE5 #indieDev
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Day 7 UE5: Slow but steady - If statements for platform direction - Back and forth movement logic I've managed to crunch in some game dev studies. I started to wonder what debugging techniques are used for game dev. #gamedev #indiegame #learning #UE5
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Day 6 UE5: Game loop fundamentals - Tick function moving platforms - DeltaTime for frame-rate independence DeltaTime, ensuring frame-rate independent movement, was the highlight for me. #gamedev #UE5 #indiedev #IndieGameDev
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I'm afraid I'm having too much fun learning about Game Dev (art, music, programming)... is this a sign for another career transition in the future? Or a really fun, time-consuming hobby? #gamedev #IndieGameDev #UnrealEngine
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Day 5 UE5: - C setup - UPROPERTY - C vars in editor - FVector and built-in structs - C /Blueprint hybrid working Having a programming background is making things easier than I expected 😅 (at least for now, where everything is "simple") #gamedev #indiegame #learning #UE5
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Day 4 on UE5: Stepping into C territory - Tried FAB learning kits to start a new game - Imported Wukong character and learned about skeletal meshes - Setup C dev environment plugins - Digging into Unreal's codebase structure Slow day, not so fun. #gamedev #UE5 #indiedev
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Day 3 on UE5 was focused on proper blueprint organization: - Functions & pure functions with inputs/outputs - Blueprint branching logic - Moved projectile code to instances - Reload feat. level restart Having more fun than I was expecting! #gamedev #UE5 #indiedev
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Day 2 (a quick one) of learning game dev and UE5: - Adding and setting variables using blueprints - Adding an ammo-like feature for the game I wonder how messy blueprints can get and if we can have chunks of blueprints responsible for a single feature that we can dive into.
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