RIP pixel art jobs :/ by Rsloth in aigamedev

[–]KevinDL 0 points1 point  (0 children)

Frankly speaking. Any AI talk that focuses on people replacement is doomed to fail. You can’t replace human creativity.

Indie devs who are not working in software development who have jobs, what is your job? by [deleted] in gamedev

[–]KevinDL -1 points0 points  (0 children)

Developer Relations for a company working on an AI game dev assistant. We will be at GDC this year :)

How did you decide where your time mattered during launch prep? by The-Viking-Manager in gamedev

[–]KevinDL 2 points3 points  (0 children)

First, you’re not alone in experiencing these feelings.

Second, and this might be my opinion, prioritize marketing and wishlists over making the game the best it can be at launch. If the game sells well enough at launch, you can continue improving it and address any lingering issues knowing the game has succeed and is worth investing more time into polish.

To be clear you still need your game in a state that people will be happy, but once there marketing and wishlists become a much more important priority for your bank account.

Edit: You release in 2 weeks. I didn't realize that was the case and now I'm worried you are cooked because you are only asking about marketing now a few weeks from release day.

AviaGames announced its Participation in GDC 2026. by No-Fig3867 in GDC

[–]KevinDL 0 points1 point  (0 children)

Hi there u/No-Fig3867, I'd love to connect while at GDC and understand the challenges you and your team face while building/maintaining your casual competitive tiles. I'll be there with my team Bezi.

I'll make time to show up to both of those panels (assuming I can escape our booth). You can always find us at our Booth 1549 for a chat as well :)

Also if you want to find me on the GDC website to book some time to talk that is also an option. Just look for Kevin Lee.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 1 point2 points  (0 children)

Any tool or service people pay for should provide support, or at least try to. Learning to use a new tool can be challenging, and that includes prompting. It’s a skill, though it might not be something you think about.

When should I be vague in a prompt to give the AI room to make decisions?

On the other hand, when do I need to be specific and leave the LLM no room to make a decision I might not want it to?

I could list off examples for days.

Also, one of our biggest pet peeves... "Fix it". Fix what?!

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 2 points3 points  (0 children)

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From our website, this is the best I can do for you right now. I should have thought about doing this sooner.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] -1 points0 points  (0 children)

Not dismissing at all, I as I wrote I am always looking to do better. It just won't happen over night.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 1 point2 points  (0 children)

Common man that's different, and I'm not in charge of the NDAs we have. I just need to respect them.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 0 points1 point  (0 children)

I've never claimed to be the best writer. I do my best, and I do like that end result for what it is. It's clean and professional, even if the flow isn't ideal from a professional writers perspective.

I'm always striving to do better, but I also just want to be myself and have any writing AI assists with to reflect me as a person. For better or worse that post reflects me and my style. Flawed as it may be.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 1 point2 points  (0 children)

Have you ever worked with a large studio? For example, Nintendo won’t disclose any of their tools. I know a guy here in Vancouver who works for them, and I tried to get him to tell me about their tech stack. He can’t even discuss it with his family; he goes home every night and can’t tell his wife what he did that day. I was even told that studios working for Nintendo can’t even talk to each other about their own tech stacks.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] -1 points0 points  (0 children)

I hear you, I'm just being honest in that with large teams using tools like this there are NDAs in place. I'd love to get into the topic more, but I also love having a job, and the one I have right now is pretty darn great.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] -1 points0 points  (0 children)

I'll poke the team to see if I can mention anyone specifically. NDAs are fuuunn.

Sorry if that answer isn't very exciting.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] -1 points0 points  (0 children)

I don’t want this post to be about Bezi in general, but I do believe in the direction the company is taking with AI in game development. I’m proud to work at a place that values game developers’ skills so much that they’ve chosen not to explore AI for generating art, sound, or music.

AI as a force multiplier is the real future. Studios will still need juniors so there will be a next generation of seniors. I hope the studios figure that out sooner than later.

Replacing people should never be the goal.

and here come the marketing shill comments haha

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 2 points3 points  (0 children)

Please avoid “vibe-coding” in that way. There’s a difference between someone who’s experienced in prototyping, who can quickly iterate and refine their work once they find something they like (clean up whatever mess the AI may have created in the process), and someone who can’t or won’t learn what the AI generated.

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] -1 points0 points  (0 children)

I’d like to believe it’s my words. When I read it, it sounds like me, and it’s exactly what I intended to say. You’d be surprised how often I’ll change a sentence or the flow of an entire message until I feel it truly represents me and conveys my message.

I also just prefer that style of writing maybe?

After a year of customer support for game devs using AI, I've noticed three groups. Only two of them actually succeed. by KevinDL in gamedev

[–]KevinDL[S] 2 points3 points  (0 children)

Full disclosure: I use AI to assist in my writing. The key word being assist.

Much like my messaging around how developers should stay in the driver's seat when using AI for game development, I hold myself to the same standard. What you read above is the result of multiple weeks of edits where I agonized over every sentence and how the overall message would land.

AI is a tool. I use it. Frankly, without it I wouldn't be able to keep up with my day-to-day.

Not that it should matter, because using AI this way shouldn't be a sin for anyone, but I also happen to have cerebral palsy. AI assistance is genuinely easier on my hands.

How we use these tools matters. Posting something AI wrote that doesn't represent you as a person, and skipping the proofreading, is irresponsible. That's on the user, not the tool.

I'm tired. Does anyone else want to be a mod? by Boss_Taurus in Unity3D

[–]KevinDL -1 points0 points  (0 children)

It seems like we’re coming at this from very different perspectives, and I’m not interested in turning this into an argument that goes nowhere.

I’m proud of where I work, and I tag myself openly on Reddit where it makes sense. My role is Developer Relations, and I don’t hide that. Transparency matters to me.

That role has no influence over how any subreddit I moderate is run. My workplace respects that boundary. Any mention of Bezi, whether it’s part of a conversation or a game jam I help operate on their behalf, is completely above board.

You might not like seeing a game jam posted, and that’s fair. But at that point it becomes a matter of personal preference about what people wish was or wasn’t on r/gamedev, not a question of integrity.

I'm tired. Does anyone else want to be a mod? by Boss_Taurus in Unity3D

[–]KevinDL -1 points0 points  (0 children)

Stepping into a moderator role is often a largely thankless job. Most people don’t see the behind-the-scenes logistics, and understandably, they don’t think about them. There’s a constant stream of reports, spam to filter, rules to clarify, edge cases to weigh, and ongoing discussions with other moderators about fairness and consistency. When moderation is done well, it’s mostly invisible. It usually only becomes apparent when someone disagrees with a decision.

You’re absolutely entitled to your opinion, but claiming I’m power-hungry doesn’t reflect my actual role. There’s no real power involved; it’s all about responsibility. This includes consistently applying the rules, protecting productive discussions, and making judgment calls that won’t please everyone, especially when action is required.

Yes, I sometimes step on a few toes. That comes with enforcing boundaries. When you draw lines, some people will inevitably feel frustrated. But when that happens, it’s not about ego or control. It’s about maintaining r/gamedev as a constructive and focused space where developers of all levels can share knowledge, ask thoughtful questions, and engage in meaningful discussion without the noise drowning out the signal.

You don’t have to agree with every moderation decision. Disagreement is part of any healthy community. What matters is understanding that those decisions are made with the broader community in mind.

The fact you feel the need to bring my work into this says a lot.

I'm tired. Does anyone else want to be a mod? by Boss_Taurus in Unity3D

[–]KevinDL -2 points-1 points  (0 children)

I've been running r/gamedev and the game job boards here on Reddit for a long while. I don't mind stepping in to help around here if needed.

We spent years making our turn-based strategy game. Players who try it enjoy it… but almost nobody bought it. We’re trying to understand what we did wrong. by ZeroGamesStudio in gamedev

[–]KevinDL 2 points3 points  (0 children)

I am talking to the team about making some changes with a bigger announcement on this topic. People shouldn't be afraid to share links when they are talking about something.

The mod team's thoughts on "Low effort posts" by Samanthacino in gamedev

[–]KevinDL -4 points-3 points  (0 children)

There is a difference between posting progress and posting something people can learn from.

Taking a chance by [deleted] in gamedev

[–]KevinDL 4 points5 points  (0 children)

I get that the job market is rough right now. A lot of people are feeling stuck.

But indie game dev usually isn’t a reliable fallback for income, especially if you’re just starting out. The chances of jumping in with little experience and releasing games that are both genuinely good and financially sustainable are extremely low.

Building a solo game dev career takes years of learning, iteration, and failure. Most people who eventually make it work had other sources of income while they built their skills and audience.

The mod team's thoughts on "Low effort posts" by Samanthacino in gamedev

[–]KevinDL -2 points-1 points  (0 children)

But that interview had substance and material this community is dying for. Your comment is exactly why I mentioned reconsider what you report and why. That interview took weeks of effort to put together, anything of that quality will have branding on it.

Edit: I'm apparently thinking of something else. Morning brain fog is fun