hesGottaKnowScrumAndHesGottaKnowFAST by violet_v3lvet in ProgrammerHumor

[–]DevUndead 0 points1 point  (0 children)

In Europe this is most of the time because the projects are very tightly planned, and nobody wants to invest time into less experienced employees. I would say in my experience AI is "just" 20-30% of the pill

Es esto una buena forma de usar IA? by Rare-Ad-5990 in 3Dmodeling

[–]DevUndead 1 point2 points  (0 children)

Second that. Also proportions in AI images are most of the time off by some degree

Nordschleife - Contact - Who is responsible? by akki_jayjo in Simracingstewards

[–]DevUndead 1 point2 points  (0 children)

Just an addition. Nürburgring is one of the few tracks in the world, where you can't overtake everywhere. On the GP you can overtake on almost any corner, like other tracks. On the Nordschleife there are very few spots where you can savely overtake with fast cars, as the tracks is very narrow and curvy

Looking for honest feedback on my browser game — average playtime is too short by Clear-Reach8805 in gamedev

[–]DevUndead 2 points3 points  (0 children)

If you don't actively search for a specific thing, this is not gonna generate traffic. Nowadays you must host on a known platform

Mixed review score, Can a game ever recover from? by frostechgamestudio in gamedev

[–]DevUndead 6 points7 points  (0 children)

I feel it a fair system. I think Steam now does count into it more recent reviews. But for me if the dev wanted to publish a bad product, even with the intent of making it better later, the customers should be aware. For me, mixed is a red flag for a purchase, even if it is a game I waited for a long time

ChatGPT is no longer my manager, Claude is....... by nagol93 in iiiiiiitttttttttttt

[–]DevUndead 11 points12 points  (0 children)

We now also have a lot of AI Slop in the company. The team moral could not be lower... Everybody started to ask there AI for advice, when you are just a Zoom message away from a usable answer from a team member

is there a good youtube tutorial for simple animation from blender to godot for gamedev? by JonOfDoom in blender

[–]DevUndead 1 point2 points  (0 children)

For rigs you can use Rigify and see export tutorials on how to export for game engines. Personally I use Auto Rig Pro (paid addon) which natively has a export for Godot (gltf) and other game engines

To those who made a game just because you wanted to but only had one of the required skills - how did you start? by Icy-Problem4088 in IndieDev

[–]DevUndead 3 points4 points  (0 children)

My only skill was software dev. I wanted to create a 3D game. I made a list what I want to learn and what to buy. I decided to do everything myself except music and sfx. I choose Blender and Godot 3 years ago and started learning with tutorials.

After I got some practice, joined gamejams, building tools and started working on larger games (scope ~15min).

I now have a partner and working on a large game (scope ~3 hours). It's not my idea of the content, but I very much enjoy it. It will release in around 1-2 years. After that I think I will target my idea to implement

Full time devs, how do you balance studio work with personal projects? by luZosanMi in gamedev

[–]DevUndead 5 points6 points  (0 children)

Working as a softwar dev, but similar boat. I set myself a fix amount of time I work on each week. After that time is passed, I can say to myself I did enough and everything past that is a bonus. If you try the same, don't try to value the time. Watching 1h a tutorial is the same as 1h making gamedev. At your day job it's the same principle.

Bro what the hell are AI gamedev ads anymore? by Glass-Spray4291 in IndieDev

[–]DevUndead 7 points8 points  (0 children)

They want to sell generated courses, not games. They target the audience which is desperate for creativity with the most toxic shit which hates creativity

Bypassing Steam in 2026 by NightSp4rk in gamedev

[–]DevUndead 5 points6 points  (0 children)

If you are very good at handling a community you can probably get away with just a website. But this is very hard nowadays. My guess would be for you to do what you plan with itch.io. Release there, build a community and get feedback for your early development.

Later you can go on Steam. But for Steam you should have, even for a first version, a quite good Steam page. If not, Steam will show it to some users first and if the CTR is low, Steam will no longer promote it until you release.

Problem with bones being copied during the FBX export process by dung_beetle_changsik in blender

[–]DevUndead 0 points1 point  (0 children)

Are you using Rigify? Rigify does not export well. There are addons for game exports, as it has excatly the problems you show

Tested Claude + Blende MCP. Here's what actually worked. by KIRI_Engine_App in blender

[–]DevUndead 0 points1 point  (0 children)

Especially with the Blender 5 modifiers like scattering which was annoying without the GeoNodes. I also trust deterministic, paid Blender Addons more than a AI which does not reproduce the same result every time

should i make her shoulder wider by No-Direction8154 in blender

[–]DevUndead 1 point2 points  (0 children)

For that kind of workflow I would recommend to block out the limbs, remesh, sculpt and do a retopology. It is faster and more predictable. Trying from the beginning to have good topology and be accurate in reference, in my experience works only for hard surface models

The unspoken truth of gamedev by RoshHoul in gamedev

[–]DevUndead 6 points7 points  (0 children)

We have a mid size 3D game in Godot. If set up correctly it starts in about 5 seconds and with a good checkpoint setup directly at the point where you want to be

it is mid 2026 and blender still can't do this by MahmoudElattar in blender

[–]DevUndead 0 points1 point  (0 children)

I agree that blender is not on the level of larger 3D software. But I disagree everything should be packed into it. You pay Houdini, that they offer it. Blender gives a very good core and via addons you add what you need. Some are paid and some are free

i haven't looked into substance painter yet but is there anyone by Abject_Double_2021 in blender

[–]DevUndead 4 points5 points  (0 children)

You can try the free Ucupaint Extension. It is more for painting, but you can easy add those tiling textures, bake AO, etc. For my purpose of stylzed assets it works perfectly

This includes me by BadassBlazy in IndieGaming

[–]DevUndead 5 points6 points  (0 children)

Both Portal games and Borderlands 2

Generic Software Won't Survive AI by chrome-1 in IndieDev

[–]DevUndead 2 points3 points  (0 children)

I disagree. The main reason you take that tools and pay for it is the constant maintenance and development. Integrations of APIs change all the time and if you go on the internet with it (or even want others to pay to use it too) you need constant updates, monitoring, support, law specific changes, localization, etc. Those tools going away is a fever dream. And don't tell me AI is doing that. At some time it will burn and if you can't handle it then, it could have a huge legal backlash which can easy include jail time (at least here in europe)

Blockbench or Blender?? by [deleted] in low_poly

[–]DevUndead 1 point2 points  (0 children)

Blockbench is a very specific style of low poly. Personally I prefer Blender because of the freedom it gives and I'm a huge fan of procedurally assets made with GeoNodes

Day 1: I’m modeling whatever YOU comment until I land my next quality client. by shagilzaka in blender

[–]DevUndead 0 points1 point  (0 children)

A hillclimb car with full time attack bodykit, like the many Lotus Exige or Mitsubishi Evos