Benji retweeted
この前ポストしたシェーダーのブレイクダウン作りました。基本のテクスチャは1枚でもう1枚のフラクタルノイズはディストーション用です。
#UE5 #UnrealEngine #gamedev #realtimevfx
この(artstation.com/artwork/V2EEd…)ブレイクダウンを見て再現できるか試していた。まったく別物になったが、このアプローチはたいへん参考になった。
#UE5 #UnrealEngine #gamedev #realtimevfx
I'd be astonished if Miyamoto / Nintendo get cancelled for using AI. Mario and Zelda are bulletproof. When a boycott becomes too inconvenient, the behaviour will pivot to "begrudgingly participating in society" like from the meme
Out of interest Tim, are AI tools being used to develop UE now? My point last year was that any game built with modern engines would need to declare AI code. It was intended to demonstrate how extreme the Steam disclosure rules were. But you said "not true" to AI in Unreal
Replying to @BenjiGameDev
Not true. I just hate to see Valve confiscate ever more opportunity from small developers by facilitating new categories cancel campaigns and review bombing. Steam used to just facilitate downloads. Then they foreclosed on payments, then price competition, then crypto, now AI.
For those interested, I explain the argument further here: xitter.cf/BenjiGameDev/status/19…
Today I'm learning a lot of people don't know what a game engine actually is. That's fine, it's not that intuitive. But if you want to be a games developer it helps to know this stuff.
When you download Unity and start making a game, you're making it in the Unity Editor. This is not the same thing as the full Unity Engine. It may be tempting to compare the experience of using the Unity Editor with something like Photoshop - where the end product is 100% created and owned by you, and the app was simply a tool to help you make it. But that's not the case with game engines.
When you use the Unity Editor, you're building on top of a vast code framework that handles rendering, physics, and a million other low-level tasks. This framework gets compiled along with your scripts and assets to create your game's final executable. In many cases, the Unity Engine itself makes up a sizeable portion of your game's install size.
This is why there are often licensing requirements for the use of 3rd party engines. You're using their code. Your game IS their engine. It's like using a boxed cake mix versus baking a cake from scratch. The ingredients of that boxed mix will be a part of your final cake, even if you fancy it up with your own frosting and sprinkles
Benji retweeted
Hmm... it might be time for me to make a new "Strike" game.
Problem is, from what I can see, the only games that sell on Steam are incrementals, idles, tidy-up and friendslop.
I'd love to see this made Creggerdent Evil style. Plucky protagonist finds a sword, then a bigger sword, then reads a note that says "try finger but hole"
The budget for the ‘ELDEN RING’ movie is nearly $200M.
A24's most expensive movie ever.
(Source: wsj.com/arts-culture/film/a2…)
I spent my first year on this platform making lots of cool gamedev mutuals and my second year losing them all for trying to discuss AI too early
Benji retweeted
I went down a rabbit hole.
here are some Steam Next Fest stats for your timeline⬇️
20% of Platformers
33% of Racing games
36% of Sandbox games
38% of Roguelite games
53% of Tower Defense Games
disclosed using AI to make their game this next fest
Steam Sales have broken pricing and value perception way worse than Silksong ever could. I picked up Kingdom Hearts Integrum Masterpiece for $20. The entire DMC collection was $15. It's no wonder people leave negative reviews on $15 indie games for being too expensive
A Steam pricing analyst says she was actually thinking: “Oh god, please price it higher” when Hollow Knight: Silksong launched at just $19.99.
Pricing specialist Cassia Curran argues that the game offers so much content and quality for $20 that it could make things harder for other indie developers trying to charge $25–$30.
“I was a bit like, ‘Oh god, please price it higher.’”
She believes $24.99 could have been a better price point for the wider indie market.
Silksong might accidentally make gamers expect huge, high-quality indie games to stay cheap.
Benji retweeted
Finally someone said it. Unfortunately wasn't me:
Unity splash screen hurts more a game than AI disclosure.
Benji retweeted
if you want to open the door, just do things. stop getting distracted and fooling yourself into thinking your consumptive activities are valuable or are "research" -> go make things
as far as I'm aware this industry in particular has always favored the people that can just make things, and never favored anyone else.
CD Projekt Red has hired so many Cyberpunk 2077 modders that Cyberpunk 2’s associate game director says around half of the quest team are former modders.
Pawel Sasko says modding can be a “foot-in-the-door technique” and a “gateway into game dev,” giving talented fans real experience with how games are built.
“We actually hired so many modders. I would say, at this point, half of the quest team is all former modders.”
Some of the developers working at CD Projekt Red started out making mods as far back as The Witcher 2.
Posting when someone blocks you is cringe
The Hideki Kamiya philosophy wins out every time - block everyone and everything for any reason you want
you're not allowed to post things on this website that make people unhappy, that's against the rules


































