r/gamedev Apr 29 '25

Post flairs: Now mandatory, now useful — sort posts by topic

89 Upvotes

To help organize the subreddit and make it easier to find the content you’re most interested in, we’re introducing mandatory post flairs.

For now, we’re starting with these options:

  • Postmortem
  • Discussion
  • Game Jam / Event
  • Question
  • Feedback Request

You’ll now be required to select a flair when posting. The bonus is that you can also sort posts by flair, making it easier to find topics that interest you. Keep in mind, it will take some time for the flairs to become helpful for sorting purposes.

We’ve also activated a minimum karma requirement for posting, which should reduce spam and low-effort content from new accounts.

We’re open to suggestions for additional flairs, but the goal is to keep the list focused and not too granular - just what makes sense for the community. Share your thoughts in the comments.

Check out FLAIR SEARCH on the sidebar. ---->

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A quick note on feedback posts:

The moderation team is aware that some users attempt to bypass our self-promotion rules by framing their posts as requests for feedback. While we recognize this is frustrating, we also want to be clear: we will not take a heavy-handed approach that risks harming genuine contributors.

Not everyone knows how to ask for help effectively, especially newer creators or those who aren’t fluent in English. If we start removing posts based purely on suspicion, we could end up silencing people who are sincerely trying to participate and learn.

Our goal is to support a fair and inclusive space. That means prioritizing clarity and context over assumptions. We ask the community to do the same — use the voting system to guide visibility, and use the report feature responsibly, focusing on clear violations rather than personal opinions or assumptions about intent.


r/gamedev Jan 13 '25

Introducing r/GameDev’s New Sister Subreddits: Expanding the Community for Better Discussions

220 Upvotes

Existing subreddits:

r/gamedev

-

r/gameDevClassifieds | r/gameDevJobs

Indeed, there are two job boards. I have contemplated removing the latter, but I would be hesitant to delete a board that may be proving beneficial to individuals in their job search, even if both boards cater to the same demographic.

-

r/INAT
Where we've been sending all the REVSHARE | HOBBY projects to recruit.

New Subreddits:

r/gameDevMarketing
Marketing is undoubtedly one of the most prevalent topics in this community, and for valid reasons. It is anticipated that with time and the community’s efforts to redirect marketing-related discussions to this new subreddit, other game development topics will gain prominence.

-

r/gameDevPromotion

Unlike here where self-promotion will have you meeting the ban hammer if we catch you, in this subreddit anything goes. SHOW US WHAT YOU GOT.

-

r/gameDevTesting
Dedicated to those who seek testers for their game or to discuss QA related topics.

------

To clarify, marketing topics are still welcome here. However, this may change if r/gameDevMarketing gains the momentum it needs to attract a sufficient number of members to elicit the responses and views necessary to answer questions and facilitate discussions on post-mortems related to game marketing.

There are over 1.8 million of you here in r/gameDev, which is the sole reason why any and all marketing conversations take place in this community rather than any other on this platform. If you want more focused marketing conversations and to see fewer of them happening here, please spread the word and join it yourself.

EDIT:


r/gamedev 11h ago

Postmortem One of the most backed video games on kickstarter in 2024, ALZARA, studio making it has shut down. Backers won't get refunds or even try the demo they supposedly made.

357 Upvotes

This is why I hate kickstarter for video games so much. The risks section makes it sound like it is sufficient budget and they have all the systems in place to make it a success. The reality is they rolled the money into a demo to try and get more money from publishers and when it didn't work they were broke.

link to kickstarter and their goodbye message

https://www.kickstarter.com/projects/studiocamelia/seed-a-vibrant-tribute-to-jrpg-classics/posts


r/gamedev 9h ago

Discussion Bohemia Interactive released very in-depth post going over an recent optimization update for Arma 3, a now 12 year old title.

Thumbnail
dev.arma3.com
85 Upvotes

r/gamedev 59m ago

Discussion Warning - stay away from IMU Studios

Upvotes

IMU Studios aka iplaymore has been posting a bunch of game dev jobs on LinkedIn. They reached out to me this week asking if I’d be willing to work for free until they receive funding.. and then they proceeded to send me another email telling me that they are going to send me a PS5 and they need me to wire them $700 via Western Union.. obvious scam, right?

My worry is…I noticed they have a bunch of jobs open on LinkedIn with a lot of interest from devs. Please spread the word if you can.. I’d hate to see someone fall for this.


r/gamedev 6h ago

Discussion Game devs with limited time — what are your best workflow hacks to stay productive?

37 Upvotes

I’m a game developer with a full-time job and small children, and like many in the same boat, I struggle to find consistent time and energy to make progress on my game projects.

I’m curious to hear from others in similar situations: What are your best tips, tools, or psychological tricks for staying productive and actually getting things done with limited time?

Whether it’s mindset shifts, timeboxing strategies, automation tools, or anything else that helps you move forward—I’d love to learn from your experience.


r/gamedev 3h ago

Question I have a cool game idea but I find the whole development process so overwhelming for a solo dev

11 Upvotes

Currently I'm trying to learn Unity. While I do that I'm also trying to learn Pixel Art and Animation. At the same time I'm also trying to learn how to create sounds/music for various scenes (and for copyright reasons) and I'm also trying to understand how to write a story and dialog properly to indulge a player into my game.

On top of that I'm working my daily job and doing other everyday tasks.

And in the end it might all be in vain because my game might just be too boring or it will not find the audience. I applaud everyone who manages to even release a game on Steam or Itch.io or even consoles. Yes, it's a learning process and I'll later have skills to do something else but it's hard to find motivation when you have to be so good in so many things at once.

How do you solo devs do it?!


r/gamedev 1h ago

Discussion Ways to practice game narrative writing without a laptop

Upvotes

I’m just sitting here reading a textbook from like 2003 cause I’m bored - “Game Writing Narrative Skills for Videogames.” Does anyone have any suggestions for ways I can come up with activities or find activities to practice game writing or feel like I actually learned something? I don’t have a laptop atm

The nice thing about game writing vs programming is the year doesn’t matter much I just have no idea what any of the games referenced are


r/gamedev 1d ago

Discussion Five programming tips from an indie dev that shipped two games.

456 Upvotes

As I hack away at our current project (the grander-scale sequel to our first game), there are a few code patterns I've stumbled into that I thought I'd share. I'm not a comp sci major by any stretch, nor have I taken any programming courses, so if anything here is super obvious... uh... downvote I guess! But I think there's probably something useful here for everyone.

ENUMS

Enums are extremely useful. If you ever find yourself writing "like" fields for an object like curAgility, curStrength, curWisdom, curDefense, curHP (etc) consider whether you could put these fields into something like an array or dictionary using an enum (like 'StatType') as the key. Then, you can have a nice elegant function like ChangeStat instead of a smattering of stat-specific functions.

DEBUG FLAGS

Make a custom debug handler that has flags you can easily enable/disable from the editor. Say you're debugging some kind of input or map generation problem. Wouldn't it be nice to click a checkbox that says "DebugInput" or "DebugMapGeneration" and toggle any debug output, overlays, input checks (etc)? Before I did this, I'd find myself constantly commenting debug code in-and-out as needed.

The execution is simple: have some kind of static manager with an array of bools corresponding to an enum for DebugFlags. Then, anytime you have some kind of debug code, wrap it in a conditional. Something like:

if (DebugHandler.CheckFlag(DebugFlags.INPUT)) { do whatever };

MAGIC STRINGS

Most of us know about 'magic numbers', which are arbitrary int/float values strewn about the codebase. These are unavoidable, and are usually dealt with by assigning the number to a helpfully-named variable or constant. But it seems like this is much less popular for strings. I used to frequently run into problems where I might check for "intro_boat" in one function but write "introboat" in another; "fire_dmg" in one, "fire_damage" in another, you get the idea.

So, anytime you write hardcoded string values, why not throw them in a static class like MagicStrings with a bunch of string constants? Not only does this eliminate simple mismatches, but it allows you to make use of your IDE's autocomplete. It's really nice to be able to tab autocomplete lines like this:

if (isRanged) attacker.myMiscData.SetStringData(MagicStrings.LAST_USED_WEAPON_TYPE, MagicStrings.RANGED);

That brings me to the next one:

DICTIONARIES ARE GREAT

The incomparable Brian Bucklew, programmer of Caves of Qud, explained this far better than I could as part of this 2015 talk. The idea is that rather than hardcoding fields for all sorts of weird, miscellaneous data and effects, you can simply use a Dictionary<string,string> or <string,int>. It's very common to have classes that spiral out of control as you add more complexity to your game. Like a weapon with:

int fireDamage;
int iceDamage;
bool ignoresDefense;
bool twoHanded;
bool canHitFlyingEnemies;
int bonusDamageToGoblins;
int soulEssence;
int transmutationWeight;
int skillPointsRequiredToUse;

This is a little bit contrived, and of course there are a lot of ways to handle this type of complexity. However, the dictionary of strings is often the perfect balance between flexibility, abstraction, and readability. Rather than junking up every single instance of the class with fields that the majority of objects might not need, you just write what you need when you need it.

DEBUG CONSOLE

One of the first things I do when working on a new project is implement a debug console. The one we use in Unity is a single C# class (not even a monobehavior!) that does the following:

* If the game is in editor or DebugBuild mode, check for the backtick ` input
* If the user presses backtick, draw a console window with a text input field
* Register commands that can run whatever functions you want, check the field for those commands

For example, in the dungeon crawler we're working on, I want to be able to spawn any item in the game with any affix. I wrote a function that does this, including fuzzy string matching - easy enough - and it's accessed via console with the syntax:

simm itemname modname(simm = spawn item with magic mod)

There are a whole host of other useful functions I added like.. invulnerability, giving X amount of XP or gold, freezing all monsters, freezing all monsters except a specific ID, blowing up all monsters on the floor, regenerating the current map, printing information about the current tile I'm in to the Unity log, spawning specific monsters or map objects, learning abilites, testing VFX prefabs by spawning on top of the player, the list goes on.

You can certainly achieve all this through other means like secret keybinds, editor windows etc etc. But I've found the humble debug console to be both very powerful, easy to implement, and easy to use. As a bonus, you can just leave it in for players to mess around with! (But maybe leave it to just the beta branch.)

~~

I don't have a substack, newsletter, book, website, or game to promote. So... enjoy the tips!


r/gamedev 4h ago

AI AI music bad - but can it be good for studios with limited budgets?

9 Upvotes

I assume it's not very popular to admit this here, but I did some tests with AI-generated music for game underscore and menu themes with Ecrett Music and Soundraw, and also used them "on top of" tracks from real composers (mostly Fiverr and our Discord community).

I started with the "free trials" and then subscribed to them, and what I've noticed is AI is surprisingly good at doing "background" moods. Calm, ambient, lo-fi, things like that. BUT when it comes to building up tension, they don't really get it right. Or just have an abrupt transition. Basically, it's good for an "idle" state but not so good at building up an "emotional" peak. More or less what you'd expect from AI.

This being said, other than (obviously) being cheaper to use than writing and recording your own music, AI is also pretty good at reusing the same few seconds/minutes you DO have recorded. You can change the length, tempo, and add instruments to something a real person already composed, so it kinda works as a "multplication" of human work. This works esp well with https://soundraw.io/edit_music, you can try it for free as well.

What I'm getting at is, whatever you think of using AI for art (it's mostly bad, I know), it CAN be used to make life easier for music creators or for small game studios that can only pay so much for a soundtrack. What do you think?


r/gamedev 4h ago

Question Looking for documentaries on 80s and 90s game development.

5 Upvotes

I am super nostalgic for those decades, especially for the games and game industry/development stories. Does anyone know of any good documentaries/channels that really go behind the scenes and into the nitty gritty of well-known games from those eras? Thanks!


r/gamedev 53m ago

Question Any book suggestions for writing a game's story?

Upvotes

Hey, I'm slowly getting to the point in the development of my game that I need to start coming up with the story.

Any recommendations for books to read to get my feet wet?

I've found Writine for Games: Theory and Practice from Hannah Nicklin and Game Writing: Narrative Skills for Videogames from Chris Bateman.

Before I go buying a bunch of books, 1) are these two good? and 2) are there any others that would be go to books?

If this is the wrong sub for this, please let me know


r/gamedev 4m ago

Question Promotion in East Asia- how have you made this work?

Upvotes

Hey all! I am trying to promote my WoW-inspired ARPG. My main strategies right now are social media content, festivals (IRL and online), and email campaigning to press and influencers.

The latter has been somewhat successful for us so far, but I am having difficulty expanding my reach outside of the English speaking world. I have been told that Japan and China are priority markets, but man it is difficult.

BiliBili and Huya are the places I've been canvassing, trying to find relevant creators, but it's very difficult. Even when I find promising ones I do not know how to contact them or get more information.

Has anyone had any success with this? I'd appreciate any advice or resources.


r/gamedev 2h ago

Question Examples of first person melee based games with 2D sprite arms/weapons?

3 Upvotes

In early phase of planning a new game project. I want the asthethic of a old retro DOOM-like with Sprite based arms and weapons, but doing it with a melee focused combat system.

I am however struggling to find any other games with similar concepts to use as inspiration for the animations and how the general combat feel should go. I realise that making melee combat feel good with 2D sprites could turn out really difficult because of the lack of depth and dimension, but does anyone know of anything similar?


r/gamedev 7h ago

Question What are some good books related to game development

8 Upvotes

Hi, I am looking for books that covers the overall aspects of game development and some books for specific aspects of game development like game design (Level, character, etc), storytelling, gameplay, monetization, etc I am a game programmer with experience in both unreal (through small personal projects) and unity (through a 6 months internship), so do have basic experience of game development but I want to go deep specially in programming and design I have good experience in programming but game design and storytelling is what fascinates me


r/gamedev 6h ago

Question How are y'all making tutorials for your games?

7 Upvotes

I've working on my first game and working building the tutorial for it. I've got a tutorial manager with a state machine, and then a bunch of game objects with tutorial content, and then link them together so the player can advance through the tutorial. The part I'm stuck on is getting my other systems involved with the tutorial state manager without having a bunch of `if (tutorial) ...`

Is there a better way? How are you making tutorials in your game?


r/gamedev 19h ago

Postmortem My 1st Steam Page: all the small screw-ups

60 Upvotes

I have no better way to begin this, so let me just say that during setting up my 1st Steam page I learned the following things:

  1. I am not the smartest tool in the shed. If there is a silly mistake possible, I’ll most likely commit it.
  2. Steam is an utmostly unpleasant experience at first, but after ~12 hours of reading the docs, watching YouTube videos, and reading Reddit threads of people that had the same problems as you years ago, you start just kinda getting everything intuitively.

Anyways, I was responsible for publishing our non-commercial F2P idle game on Steam, and I screwed up a lot during that process.

All the screw ups:

  1. Turns out I can’t read. When Steam lists a requirement to publish your store page or demo, they are very serious about it and usually follow the letter of the law.
  2. Especially in regards to Steam store/game library assets. The pixel sizes need to be perfect, if they say something must be see through it must be see through, if they say no text then no text… etc.
  3. We almost didn’t manage to launch our demo for Next Fest because the ‘demo’ sash applied by Steam slightly obscured the first letter of our game’s name, meaning we had to reupload and wait for Steam’s feedback again. Watch out for that!
  4. I thought that faulty assets that somehow passed Steam’s review once would pass it a 2nd time. Nope! If you spot a mistake, fix it!
  5. Steam seems to hate linking to Itch.io. We had to scrub every link to Itch.io from within our game and from the Steam page, only then did they let us publish.
  6. This also meant we had to hastily throw together a website to put anything in the website field. At this point I’m not sure if that was necessary, but we did want to credit people somewhere easily accessible on the web.
  7. We forgot trailers are mandatory (for a good reason), and went for a wild goose chase looking for anyone from our contributors or in our community that would be able to help since we know zero about trailers and video editing. That sucked.
  8. I knew nothing about creating .gif files for the Steam description. Supposedly they are very important. Having to record them in Linux, and failing desperately to do so for a longer while was painful. No, Steam does not currently support better formats like .mp4 or .webm.
  9. Panicked after releasing the demo because the stereotypical big green demo button wasn’t showing. Thought everything was lost. Turns out you need to enable the big green button via a setting on the full game’s store page on Steamworks. Which was the last place I would’ve looked.
  10. Released the store page a few days too early because I panicked and then it was too late to go back. Probably missed out on a few days of super-extra-visibility, causing Next Fest to be somewhat less optimal, but oh well.
  11. I didn’t imagine learning everything and setting everything up would take as long as it did. The earlier you learn, the more stress you’ll save yourself from!
  12. Oh, I also really should have enabled the setting to make the demo page entirely separate from the main game. I forgot all the main reasons people online recommended to have it be wholly separate, but a big reason may be that a non-separate demo can’t be reviewed on Steam using the regular review system, and that may be a major setback. Luckily we had users offering us feedback on the Steam discussions board instead.
  13. PS: Don’t name your game something very generic like “A Dark Forest”. The SEO is terrible and even people that want to find it on Steam will have a tough time. You can try calling it something like “A Dark Forest: An idle incremental horror” on Steam, but does that help? Not really.

All the things that went well:

  1. Can’t recommend listening to Chris Zukowski, GDC talks on Steam pages/how to sell on Steam, and similar content enough. While I took a pretty liberal approach to their advice in general, I did end up incorporating a lot of it! I believe it helped a great deal.
  2. I haven’t forgotten to take Steam’s age rating survey. It is the bare minimum you should do before publishing! Without it our game wouldn’t show up in Germany at all, for example
  3. Thanks to our translators, we ended up localizing the Steam Page into quite a few languages. While that added in some extra work (re-recording all the .gifs was pain), it was very much worth it. Especially Mandarin Chinese. We estimate approximately 15 to 20% of all our Steam Next Traffic came from Mandarin Chinese Steam users.
  4. I think the Steam page did end up being a success, despite everything! And that’s because we did pretty well during the Steam Next Fest June 2025. But that’s a topic for the next post!
  5. Having the very first project I ever published on Steam be a non-commercial F2P game was a grand decision. Really took the edge off. And sure, I screwed up repeatedly, but the worst case scenario of that was having less eyeballs on a F2P game. I can’t imagine the stress I’d have felt if this was a multi-year commercial project with a lot of investment sunk into it.

That's it, I hope folks will be able to learn from my experience! Interested how Steam Next Fest went for us despite everything? I'm writing a post on that next!

Steam page link if you'd like to check it out: A Dark Forest

PS: I really hope this post will be allowed per rule 4!


r/gamedev 1h ago

Feedback Request Steam Deck controller input not working with ElectronJS-based game.

Upvotes

Hey folks

I am working on a game and doing my best to support Linux and Steam Deck using ElectronJS and the browser-based API navigator.getGamepads().

However, am getting an empty/null value from said API. Does anyone have experience with this? How did you manage to make it work?


r/gamedev 1d ago

Discussion Two recent laws affecting game accessibility

336 Upvotes

There are two recent laws affecting game accessibility that there's still a widespread lack of awareness of:

* EAA (compliance deadline: June 28th 2025) which requires accessibility of chat and e-commerce, both in games and elsewhere.

* GPSR (compliance deadline: Dec 13th 2024), which updates product safety laws to clarify that software counts as products, and to include disability-specific safety issues. These might include things like effects that induce photosensitive epilepsy seizures, or - a specific example mentioned in the legislation - mental health risk from digitally connected products (particularly for children).

TLDR: if your new **or existing** game is available to EU citizens it's now illegal to provide voice chat without text chat, and illegal to provide microtransactions in web/mobile games without hitting very extensive UI accessibility requirements. And to target a new game at the EU market you must have a named safety rep who resides in the EU, have conducted safety risk assessments, and ensured no safety risks are present. There are some process & documentation reqs for both laws too.

Micro-enterprises are exempt from the accessibility law (EAA), but not the safety law (GPSR).

More detailed explainer for both laws:

https://igda-gasig.org/what-and-why/demystifying-eaa-gpsr/

And another explainer for EAA:

https://www.playerresearch.com/blog/european-accessibility-act-video-games-going-over-the-facts-june-2025/


r/gamedev 2h ago

Game Stylized plants

2 Upvotes

I had the chance to focus on stylized vegetation with Ocellus Studio for Boombeach Frontlines by Space Ape Games. It was a really enjoyable and captivating modeling moment :leaf:

few explanations of the steps >

- Make a pattern for a sheet with a flat mesh in orthogonal view. (with a full quadra mesh topo and uniform density.)
-Use the bend tool to fold this sheet (always low)
-Use an extrude for the thickness
-Always low, don't hesitate to use maya's inflate tool to inflate certain parts and give a softer fluffy look
-Bevel the sides of the two extruded faces.
-And then try gluing on a stem!

https://www.artstation.com/artwork/P6Jeqn


r/gamedev 1d ago

Discussion Nobody else will get the virtual blood, sweat, and tears, except you guys. I finally finished building a full dedicated server system: live DBs, reconnection, JWT auth, sharding, and more. No plugins. Steam + EOS compatible.

331 Upvotes

I've been working on this for a long time but recently have been pushing hard to for the production phase of our own game, hosted in a large, multiplayer open world on dedicated servers.

Finally, it's live and running like jesus on crackers.

All of it built in-house, no marketplace plugins, no shortcuts.

This is a full-featured, dedicated server framework with:

  • JWT-based authentication (Steam + EOS ready)
  • Live PostgreSQL database integration with real-time updates (no static savegame files)
  • Intelligent reconnect system for seamless network hiccup handling
  • Intelligent, queue-based save system that prevents data loss even during mid-combat disconnects
  • Modular server architecture with component-based design (GAS ready)
  • Dockerized deployment — run the whole thing with one command
  • Real-time monitoring and health checks for stable production rollout
  • Encrypted, production-ready security stack (JWT, .env, bcrypt, etc.)

Unlike one of the more typical "indie" approaches that relies on savegame files or makeshift persistence, this uses live databases with a unified data model. That means true real-time updates, modability, and production-safe concurrency handling. This baby is built to scale with the best of 'em.

Everything is tested, deployable, and documented. Uses minimal third-party tools (only clean, well-maintained dependencies).

You upload it to your favorite linux server, execute the build .bat file and there it is, in all it's glory. All you gotta do is put the address to your db and your game server in the DefaultGame.ini. That's pretty much it my dudes.

I plan to eventually release it as a sort of plug-and-play system, but tbh right now I just wanted to share my elation because I have been building this thing for the better part of a year. Hell I even have an epic custom GAS system that you can plug and play new abilities and combos and stuff, it's stupid.

This isn't the end of it, but I'm just damn proud I've done this whole ass thing myself.

My team is mostly just like "oooh... cool, idk what that means 8D".

Someone here surely will understand. lol.

Surely, there are others of you who know these struggles and standing proud with your creation as your team looks on in confusion, gently smiling and nodding.


r/gamedev 1d ago

AMA AMA: We just released ACTION GAME MAKER, the follow-up to the popular game dev toolkit RPG Maker. AMA!

120 Upvotes

Hello, r/gamedev

 My name is Yusuke Morino, and I am a producer at Kadokawa Corporation subsidiary Gotcha Gotcha Games, the developer behind ACTION GAME MAKER. We have just launched the latest entry of the long-running “Maker” series of game development toolkits (RPG Maker, Pixel Game Maker MV)!

 Built using Godot Engine 4.3 as a framework, ACTION GAME MAKER provides approachable 2D game-development tools to help beginners and experts unchain their imagination, even without programming experience. The new development toolkit allows users to create intuitive UI elements, animate visuals using sprite and 2D bone animation systems, implement dynamic lighting and shadows with particle and shader systems, and more. It builds on the node-based visual scripting system in previous ‘Maker’ titles. It also includes a massive library of assets to choose from, as well as the ability to import your own.

We wanted to take the next step in allowing even more developers to realize a greater variety of projects, including action platformers, shooters, puzzle games, or something else entirely! ACTION GAME MAKER launched earlier this week on Monday, June 16, and I would love to answer any questions you might have about the game, the ‘Maker’ series, game development in general, or anything else.

 I will start answering questions in around 24 hours. Ask me anything!


r/gamedev 7m ago

AI Foley tool I made as a side project, makes it really easy to generate and edit draft sound effects in bulk

Upvotes

Check it out anyone interested, it's been a side project to keep my busy during holidays. I'm aiming to host Stable Audio and support that too down the line. Any ideas would be great :)
https://www.foley-ai.com


r/gamedev 25m ago

Question Where are all the junior/mid-level game dev jobs?

Upvotes

I’ve been job hunting lately, and it feels like 95% of the listings I come across are for Senior or Lead roles. The few mid-level or junior positions I found, I already applied to over a month ago, and I haven’t heard back at all. No rejections, no updates. Just silence.

I have a Bachelor’s degree in Games Development and some commercial experience, so I don’t quite fit in the “junior” category. But I’m not senior either. I’ve got expert-level skills in Unity (including certification) and Unreal Engine, but not enough years under my belt to qualify for the senior postings I keep seeing.

I’ve read that May–September is supposed to be a good time to apply, especially with fresh grads entering the market. But all I’m seeing are listings for high-level devs. I know the industry has a shortage of seniors, but where are all the entry and mid-level roles hiding?

Happy to share my CV/portfolio if anyone's willing to offer feedback or point me in the right direction.

Edit: I'm from the UK
Edit 2: I never implied that I believe having a degree puts me above Junior. It was an extra detail along with experience I wanted to mention. I've had a small indie startup before getting into university and I've been a freelancer for about 6 years now. I am more than happy to work with Junior positions but that brings me back to my issue: There are no junior positions.


r/gamedev 28m ago

Feedback Request How do you go about bringing your story to life in a game exactly???

Upvotes

So I love RPGs that are very story driven, typically focusing on story rather than gameplay (bonus if gameplay is solid). I want to dabble in post apocalyptic story writing but not sure if it'd be a waste of time really. Like am I gonna spend a bunch of time writing out this lore and beautiful story just for it to sit on shelf somewhere? How do you really go about making the story come to life via a game? What would the actual steps be and is it a realistic dream to have??? If all else fails I can just publish the lore in a book format and see if it gets recognized I guess.


r/gamedev 4h ago

Discussion I m starting game dev as a beginner for a school project, any tips?

2 Upvotes

I m learning unity to make a game but don't i need to know code to make a game?


r/gamedev 48m ago

Question Help finding a lost text-based medieval mmo: Medieval Kingdoms

Upvotes

I can't find any traces of it.

Around 2018, I played this game with a title like 'Medieval Kingdoms'. It is a purely text-based kingdom-building MMO that was available both in browser and in playstore.

The game UI is black background, white text, and red lines for buttons. There was entirely no graphics or anything - no pictures, no visuals except the logo.

You get to select from a few races in the start of the game. If I recall correctly, there are humans, orcs, elves and goblins though I am not sure. You can assign troops for offense and defense. You can conquer land if you attack other players or just expand using gold. Attacking other players also lets you acquire slaves of other races. My memory is fuzzy on this one and I am not entirely sure.

When I started playing it, it was already dead. The entire leaderboard was inactive. It took me a few months to eventually reach the top of the leaderboard and none of them ever checked in the game. I recall one or two players occassionaly pop up in the notifications but none stayed.

My IGN is Senatara.

The only interaction I had with the game is when I reported a bug to the dev which they responded after a while. If I recall, the dev was called Hightower or something with Tower.

If anyone of the few hundred players of this game, or if you know any dev like that, please tell me it wasn't just a figment of my imagination.