r/GameDevelopment Mar 17 '24

Resource A curated collection of game development learning resources

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126 Upvotes

r/GameDevelopment 12h ago

Question Do you remember your first video game experience?

23 Upvotes

I mean we all have a whole background of memories playing games when we where kids. But can you actually remember the first time when you played a video game? What game it was?


r/GameDevelopment 11m ago

Newbie Question How to get into the industry

Upvotes

So I'm 15 and I'm very passionate about the video game industry and I kinda wanna know like how to actually get into it. What degrees I need exectra.

I honestly don't even know what role I would enjoy. I'm quite a creative person i used to co write stories and stuff and I love the narrative side of games and that would be a dream come true to manage to work in that side of the industry.

Maybe even being a developer? I can learn code but I feel in the near future around the time I'm an adult it would've been replaced by ai.

I can do basic python but that isn't used for development is it.

I just love the industry so much and wanna know how to even get into it.


r/GameDevelopment 11h ago

Newbie Question How do new indie devs actually find their first playtesters?

8 Upvotes

Hey everyone, ​I'm pretty new to indie game development and recently finished building a free web-based basketball simulation game. ​I'm at the point where I really need people to test it for gameplay balance and bugs, but I'm not sure how to actually reach players as a beginner. ​I really want to avoid spamming or self-promoting where it's not welcome. ​For those who have been through this stage: Where or how do you usually start looking for your very first playtesters when you're starting from scratch? Are there specific forums, subreddits, or best practices for getting helpful feedback? ​Thanks for any advice!


r/GameDevelopment 1h ago

Newbie Question What kind of video game is this and what would I need to make it?

Upvotes

Basically, the player can't move, it's like a movie playing like the environment moves around the player, and you have to click on certain objects before they're out of your field of view.

It's like gathering different pieces of a puzzle, some are quick time events, others you just have to notice, and some you have to do a certain task, like a mini game or clicking a certain key a bunch.

You win by getting all the objects, and you'll have to replay it until you get all objects


r/GameDevelopment 7h ago

Discussion Time-Management

3 Upvotes

Hello, im 16 just getting interested in game dev. i made another post on tips to get started so maybe visit that and share some of your ideas. But the significance of this post is to discuss how to manage my time.

I have school from 8 - 5:45
and around 2 - 3 hours of equivalence homework everyday

Is there anyway for me to do at least a bit of gamedev each day or do i do it only on weekends?


r/GameDevelopment 2h ago

Question Where to start as a Tech Artist with an art background

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1 Upvotes

r/GameDevelopment 6h ago

Newbie Question Help picking a laptop for game dev course

2 Upvotes

Heyy

I need to pick a laptop for my comp sci & game dev course at uni.

I'll need it to work in unity, unreal engine, maya etc

I've found a few options but just not sure on which would be good. Or if anyone had any better reccomendations that works too!

Never had a pc or gaming laptop before and not sure much about specs bur been trying to research and figure it out. I know I need a dedicated graphics card with a minimum or 8gb . And I should probably get more than 16gb of ram but as long as it's fine for now I'm happy to upgrade the ram or ssd later if I can

Mainly deciding between:

•HP OMEN 16 (intel core ultra 7, RTX 5060, 24gb ram, 1tb ssd) £1350

•Acer Nitro V16 ( AMD Ryzen 7, RTX 5060, 16gb ram, 1tb ssd) £1100

Also considering:

• MSI Vector 16 (intel core ultra 7, RTX 5070 12gb, 16gb ram, 1tb ssd) £1650

• MSI Vector 16 (intel core ultra 9, RTX 5060, 1tb ssd, 32gb ram) £1700

• Gigabyte Aero x16 ( Ryzen AI 7, RTX 5060, 16gb ram, 1tb ssd) £1400

• ASUS TUF A18 (Ryzen 7, RTX 5060, 16gb ram, 1tb ssd) £1400

• ASUS TUF A16 Advantage Edition (AMD Ryzen 7 170, AMD Radeon RX 7700s, 16gb ram, 1tb ssd) £ 1000

• Acer Nitro 16s (AMD Ryzen AI 9, RTX 5070 12gb, 16gb ram, 1tb ssd) £1700

I'd obviously prefer the cheaper ones but are they going to be really bad for game dev..?

I heard the hp omen isn't the best quality in terms of actual build as well as it being harder to take apart to upgrade, I wanted something durable especially for the price but it does have alot of pros compared to the others.

But a few of the other ones are apparently not accurate with colours/ washed out screens or the cpu wattage is limited. Especially when I looked at the MSI or some of the ASUS ones.

Is it worth making sure the graphics card is over 8gb? The two i found with 12gb kinda stretch my budget and lack in other aspects.

The Acer Nitro 16s seemed like the most suggested but it's more out my budget than I'd hope so I really wouldn't be able to upgrade the 16gb ram and not totally convinced if it's better than the others?

(Also I can't get a refurbished gaming laptop right now as I'm upgrading a laptop offered by DSA and paying the difference)

Sorry this is long, I've just been looking at so many I'm now more confused tbh & don't want to buy the wrong one 🫠

Any help is appreciated :))


r/GameDevelopment 3h ago

Tool Game Jam Tools

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1 Upvotes

r/GameDevelopment 3h ago

Question [Android] Seeking technical feedback on mobile performance and control responsiveness (Internal Beta)

0 Upvotes

Hey everyone,

I’m currently wrapping up an internal optimization pass on my upcoming Android title, and I’m hitting a wall regarding input latency and performance variance across different device tiers.

I am looking for some feedback from fellow devs on:

  • Input Latency: How responsive do the touch controls feel on your specific hardware?
  • Framerate Stability: Do you notice any micro-stutters during core gameplay loops?
  • UI Scaling: Does the layout scale correctly on your screen resolution?

Because this is currently on a Google Play Internal Test track, Google requires me to manually whitelist emails before the download link becomes active.

If you have 5 minutes to take a look and give me some technical feedback, please comment or DM your Gmail address so I can whitelist you.

Once whitelisted, the build can be accessed here: google.com

Thanks in advance for any insights!


r/GameDevelopment 4h ago

Discussion What pulled you out of your deepest dev tunnel?

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1 Upvotes

r/GameDevelopment 5h ago

Newbie Question Computer interface based VG

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1 Upvotes

r/GameDevelopment 11h ago

Newbie Question Starting my Godot journey, looking for advice!

3 Upvotes

Hi everyone, after watching a lot of Godot tutorials, I finally decided it's time to stop thinking about it and actually start learning. I guess I need to write a little intro to see if someone can somehow advice me on my start :

My main background is in music. I have a degree in Popular Music (Jazz, Argentine Tango and Folklore, Salsa, Rock, Pop, etc), and I've worked as a professional session bassist.

My strongest area has never been audio production or recording. What I really enjoy is music theory: learning songs by ear, reharmonizing, composing, analyzing harmony, and understanding the structure behind the music. That's probably the part of my background that I think could eventually be useful in game development.

In 2022, I moved back to my hometown and decided to learn programming from scratch. I started with HTML, CSS, and JavaScript, then learned a bit of WordPress, some basic Python, and the fundamentals of Ruby. I was heading toward Ruby on Rails, but after a while I realized I was trying to learn too many things at once, so I decided to leave Ruby for the future and focus on what really caught my attention wich is Godot.

I've built some of the typical beginner projects and simple logic games with html/cs/js, and I even tried to jump into React before realizing that my JavaScript fundamentals still needed work.

So here I am in 2026, still learning and trying different areas of programming. I've always loved video games, and recently I started feeling that game development might be the place where my interests in music and programming finally come together.

It would be great if one day I managed to publish a game that people wanted to buy, but that's not really why I'm getting into this. What I'm looking for is a field where I can combine both of the things I enjoy the most.

Since I'm just starting with Godot, I'd really appreciate any recommendations. And that's why I'm making this intro, i guess that probably an experienced gamedev around here would like to know about my background.

- Where do you usually get sprites, tilesets, UI assets, sound effects, and other resources?

-Are there any websites, YouTube channels, or courses you think every beginner should know about?

- And if there's anything you wish someone had told you when you first started with Godot, I'd love to hear it!

Thanks in advance!


r/GameDevelopment 7h ago

Resource Camping & Survival Free

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1 Upvotes

r/GameDevelopment 9h ago

Discussion Chinese Assassin's Creed

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0 Upvotes

r/GameDevelopment 11h ago

Tutorial Physics Programming part 3 - Rotation and the Quaternion

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1 Upvotes

r/GameDevelopment 6h ago

Discussion Hey guys iam an aspiring game developer i would love to talk to existing game developers on how i become one

0 Upvotes

Hey everyone,
I’m currently studying Computer Science with a specialization in AI & ML, and I’ve decided that I want to pursue a career in game development. I’m still at the beginning of my journey, so I’d really appreciate some guidance from people who are already in the industry or have experience in game development.
I’m trying to figure out the best place to start, what skills I should prioritize, which game engine and programming languages are most valuable to learn, how to build a strong portfolio, and what the hiring process is generally like for game development roles.
If you were starting from scratch today, what path would you recommend? Any advice, learning resources, or personal experiences would really help.
Thanks in advance!


r/GameDevelopment 18h ago

Newbie Question Entering Game-Dev (Sorta)

3 Upvotes

Yoo wsg guys, ive recently just got into game dev - did a bit of work in unity but never rlly understood the concept. just blatantly copied of others and quit. Then i got back and copied made a game and quit - happened for around 3 years and NOW ive moved into godot. Any good advice to actually learn the engine so i can maybe create by myself?


r/GameDevelopment 7h ago

Newbie Question Help

0 Upvotes

Hello, im 16 just getting interested in game dev. i made another post on tips to get started so maybe visit that and share some of your ideas. But the significance of this post is to discuss how to manage my time.

I have school from 8 - 5:45
and around 2 - 3 hours of equivalence homework everyday

Is there anyway for me to do at least a bit of gamedev each day or do i do it only on weekends?


r/GameDevelopment 16h ago

Resource Creative Community Discord

1 Upvotes

Hey everyone! I run a creative community discord server for people who do a range of creative avenues. I decided to open it up to the public a bit more. The server is a community to share resources, teach and learn and also to connect with others in the same fields and network.

It’s a rather small community but we hope to grow it. If anyone is interested please feel free to DM and let me know what kind of creative work you do for example programming, 3D, game dev, traditional art, digital art and so on.

I would just love to have more people join and connect!

Thank you :)


r/GameDevelopment 1d ago

Discussion A flop (?) at Steam Next Fest | Two brothers making their dream games

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4 Upvotes

Hello everyone!

We are Carpe Diem Studio, an indie team from Belarus. Right now, we are working on an action-adventure game called Breeze of Adventure

My brother and I started this journey back when we were still in high school. It all began with an ambitious dream-game concept that, predictably, ended in a total flop. After that, we switched to making smaller projects, learned the hard way, and kept trying to return to Breeze of Adventure between them. But nothing worked.

And now, this is our 4th attempt. This time, another developer joined our team, everything finally clicked, and we actually have something awesome to share with you!

About the Game

In Breeze of Adventure, you travel across vast islands featuring different biomes, dangerous enemies, and plenty of unique locations. The progression is heavily focused on exploration: there is no tedious level grinding. Instead, you find new armor and weapons in chests or buy them from merchants using gold earned from Guild quests.

Combat System

Weapon Types

The combat is what we spent the most time perfecting. As of right now, we have 4 weapon types ready, each with its own unique moveset:

  • Each weapon features a chain of 3 basic combo strikes and 1 heavy attack.
  • Some rare weapons have unique mechanics tied to their heavy attacks.

However, the core tactical feature revolves around Runes. These are magical stones that grant active abilities when equipped (such as summoning a lightning strike, a water wave, etc.).

  • These are active abilities with a cooldown.
  • You can find runes out in the open world or occasionally buy them from merchants.

Most importantly, you will encounter them as Deities—creatures that embody the spirit of a specific rune. Essentially, these are unique mini-bosses scattered across the map, each with its own mechanics and attack patterns. Defeat the deity, and you claim its rune power for yourself. (Quick note: Deities are not in the current demo yet; they are planned for the full game and will be added to the demo slightly later in future updates).

Back to Our Journey: Starting Fresh

This fourth attempt started in October 2025, completely from scratch. Armed with the experience from our past smaller projects and failed versions of the game, we finally felt that we were ready.

We built the core technical foundation of the game in about six months. Right after that, we shifted our focus to world-building while simultaneously implementing new mechanics. As of right now, two islands are fully completed alongside all the core functionality, and everything is available to play in our Free Demo on Steam. Currently, we are fully focused on polishing the game: actively pushing updates and quickly fixing bugs reported by players.

The demo represents only a small fraction of the upcoming content. For the full release, the game will be highly polished and will feature way more islands, enemies, weapons, armor, and overall content!

Steam Next Fest Results: The Hard Numbers

We dropped our demo right at the start of the festival with critically low baseline metrics—just 120 wishlists to our name.

Here is how our final stats looked at the end of the festival:

  • Impressions: 73,534
  • Page Visits: 2,013
  • Demo Library Additions: 1,031
  • Downloads: 140
  • Net Wishlist Growth: +169 (bringing our total to 309)

Flop or Learning Experience? Our Takeaways

I can't call this result a total flop, but we definitely gained some powerful experience. We learned a vital and obvious truth that we didn’t fully grasp before the festival: you must enter Next Fest with a solid wishlist foundation or a massive stream of external traffic.

Without that baseline, Steam’s algorithms simply won't showcase your game on the festival's main pages. Your project will instantly get lost in the shadows of hundreds of other niche indie titles. Our wishlist growth over that week was just the passive result of the festival itself mixed with our modest social media traffic.

However, there is a very promising indicator: we achieved an abnormally high rate of demo library additions. Exactly half of the users who visited our page (1,031 out of 2,013) claimed the demo for themselves! It seems our visuals and core concept truly resonated with the audience.

The Festival is Over, But the Game Lives On

We are now seeing steady momentum: every day, about 10 people download and launch the game from those library additions.

This is our "delayed demand." We realized that if we regularly roll out micro-patches and post Steam community announcements, we will guaranteed reach this pool of a thousand players.

Let us know in the comments if our experience was helpful to you! I'm sure fellow developers and players have plenty to say. We are completely open to criticism and ready for a constructive discussion!|

🔷 Steam Page 🔷 https://store.steampowered.com/app/4673230/Breeze_Of_Adventure


r/GameDevelopment 14h ago

Newbie Question HELP SPONSORING MY FIRST DEVELOPMENT GAME WIPS

0 Upvotes

Hi everyone!

I'm currently learning Unreal Engine so I can develop my first game, and I have a few questions. If you happen to see this same message posted in several indie game development groups, it's simply because I'm trying to gather as much advice as possible from different developers.

So, here's my question.

Using what I've learned so far, I recently published a small game/test level here:
https://elm-art.itch.io/crash-dream

Since it was just a small practice project where I applied the first techniques I learned, I never really felt the need to share screenshots, work-in-progress updates, or development logs.

Now that I'm starting work on my first real game, I'd like to do things differently.

I'd love to share screenshots, WIP videos, and development updates over time to gradually involve people in the project and, who knows, maybe even build a small community of people who are interested in following its development.

So my questions are:

  • Which social media platforms do you use to promote your game while it's still in development?
  • How do you usually share your progress? Do you post screenshots, short videos, devlogs, GIFs, or something else?
  • If you were starting from zero today, what would you focus on to help people discover your project?

I'd really appreciate hearing about your experiences and any advice you can share. Thank you!


r/GameDevelopment 23h ago

Newbie Question Voices

1 Upvotes

Hello, I'm currently working on a cozy game with my partner and we I'm in charge of figuring out stuff like character design, poses, environment and other stuff. My only issue so far has been voices, both me and my partner have slightly lower voices and some of the characters we want to make have higher pitched voices or accents. I've tried not making voices but it feels so sad with the music being more calm then upbringing. I was going to hire voice actors but I like to work slowly and work out issues slowly as well. I'm mostly looking for a program or even just some help on making those 8-bit voices you hear in a lot of games where it's the same sound over and over to make it seem like a character is speaking. If you know how to or have any tips lmk please


r/GameDevelopment 14h ago

Newbie Question I want to be a game developer like Satoru Iwata but I’m very very bad at math, do I need good math for being a game developer?

0 Upvotes

Iwata inspired me to program video games, I want to be just like him, but I’m very bad at math and programming involving math or at least that’s what people tell me


r/GameDevelopment 16h ago

Newbie Question Can y'all help me understand two games that seem almost identical?

0 Upvotes

I have a stick up my ass about these two games, and something fishy is going on, but I don't know what.

**TL;DR: Fast food simulator (FFS) and burger shift rush (BR) have identical tutorials, game play, progression, asset packs, and mechanics with few minor differences, like asset aesthetics/colors, interacting with a trashcan or wrapper, and BR has a new oven asset that FFS doesn't have. BR seems like the full game, when it releases, will be more fleshed out than FFS is, but otherwise, as of right now, almost everything is identical. My husband decompiled the files (not a game dev, just a software engineer) and found that they actually seem different enough, and BR's files actually have Italian verbiage in them. FFS is just English.

Something fishy is going on, but what is it? Same devs that made FFS is now parading around nova telum studios? Nova telum just straight up ripped off FFS in an almost identical fashion, but making changes where the FFS devs abandoned the game? Indie teams outsourced to the same people, bought the same kit? I'm so sketched.**

The games in question are

1) fast food simulator. Created by allegedly Turkish indie team no ceiling games. Released in early access on steam December 2024. Last content addition was June 5th 2025. Then one single bug fix to a cashier November 2025, and no one has heard a peep from these devs since then.

2) burger shift: rush. Created by a brand new, allegedly Italian team called nova telum studios. Steam page was created June 14th, the prologue released October 2025, they have since released a demo as well and have scheduled an official release date for September 11th 2026.

Now when I say these games are identical, they are both just full of the same premade assets. So all of that is already the same, nothing unusual there, but the tutorials are even identical. You spawn outside similar-looking buildings by a vehicle, first prompt is to click the sign to name your restaurant, next is to go inside and turn the computer on, then go to market, buy burgers/patties/buns in that order.

*Now, in FFS (fast food sim) the computer is off by default, so you do have to turn it on, but in BR (burger rush), the computer is already on by default.*

So tutorials are the same, all assets are the same, the game play is the same. You have the same brown trays under the same serving counter. You put the same ticket numbers on the trays, make the same food, and deliver the tray. All the burger ingredients are the same, they're unlocked in the same progression order, the customer spawn rate is the same, and the NPCs all make the same idle animations and noises. Even the way you put the toppings on the burger are the exact same, and the order style. IE: customer orders 3 mayo, you click the same mayo bottle asset 3 times, it puts the same mayo splat on the burger.

**The differences:**

1) only the serving counter registers are different. Not the order screens for the people making food in the back.

2) there's a new asset, an oven.

3) some assets are different colors. NPCs styled differently, different generic soda labels, different ice cream flavors, burger wrappers are different colors, etc.

4) you hold LMB to dump tray in FFS, you click once for BR.

5) in FFS, you right click a wrapped burger to bring up a label menu so you can label that it goes to a certain table, in BR you just write on the label with your mouse.

6) allegedly, in the full game, employees will be more fleshed out, having an application pool, taking breaks, and having stats. This doesn't exist in FFS, plus two new kinds of employees. You hire stocker/cashier/delivery person/busser and they just show up, work, and go home.

My husband decompiled both games' files, and found, shockingly, they're actually different. Now he is a software engineer, but no game developer, so isn't exactly sure what is what, but they seemed different enough to him to make him question that two different companies actually made the game. Like audio files having different names and sizes, Italian verbiage in BR, but only English in FFS, just various other things. But we don't really know what's what about files per se.

I've been high key suspicious that no ceiling games (FFS) abandoned their game, rebranded themselves as nova telum, and is selling their now-updated abandoned game as just a "new" game entirely. But idk, the files have me questioning myself and I'm way out of my depth for something that I shouldn't care so much about, but I clearly do way too much 🤷‍♀️.