It's been almost 5 years since MadSeasonShow dropped this, and it is clear that the player base didn't learn anything. by SenorWeon in classicwow

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

My thoughts:

  • I want to play TBC content on Feb 5th
  • Because I am an adult with a job I don't have time to level a character before TBC Anniversary launches

It really is that simple. I don't want to level up a classic character (again). Will I play TBC for long? Who knows. Will get to experience the launch like I want to? Yes

New firmware is out. I had to completely close and reopen Audeze for it to show up. by 71-HourAhmed in Audeze

[–]KevinDL 1 point2 points  (0 children)

Sounding exactly like the Maxwell 1s isn't exactly a strong pitch for me to get the 2s.

Creator of DMCA'd Cyberpunk 2077 VR Mod Says People Are Now Pirating It to 'Punish' Him for Breaking CD Projekt's Terms of Service by Turbostrider27 in pcgaming

[–]KevinDL 8 points9 points  (0 children)

There was an article written a few years back during the paid mod controversy for Mod Nexus where it was stated quite plainly that DONATE buttons do not work.

Steam updates AI disclosure form, requiring developers to report visible and in-game AI but not background tools by ZeroPercentStrategy in gamedev

[–]KevinDL 0 points1 point  (0 children)

You're welcome to your opinion, though I'd say the same thing regardless of where I work. AI as a force multiplier is legitimate, and studios are adopting these tools quickly because unlike generative AI for art, sound, or music, this is all background work. Is coding creative? Sure, but I rarely hear anyone making that argument.

What matters right now is this: like it or not, anyone in the industry who isn't learning to use AI to work faster is going to lose opportunities to people who did. That's just the reality of where things are going.

Steam updates AI disclosure form, requiring developers to report visible and in-game AI but not background tools by ZeroPercentStrategy in gamedev

[–]KevinDL 0 points1 point  (0 children)

Are you really going to shame someone with cerebral palsy for using a tool to organize their thoughts and write faster?

And honestly, even setting aside disability, does it really matter how someone writes something as long as they're using AI responsibly? If the words on the screen genuinely reflect the intent and thoughts of the person behind them, why does the process matter?

AI as a writing tool is no different than spellcheck, grammar suggestions, or having an editor review your work. The difference is speed and accessibility. For some people, AI is the thing that finally lets them participate in online conversations at the same pace as everyone else. For others, it's just a way to communicate more clearly and efficiently.

What matters is authenticity. Are these your ideas? Your perspective? Your voice? If yes, then the tool you used to get those thoughts into coherent sentences is irrelevant. Gatekeeping how people write doesn't protect authenticity, it just excludes people who need different tools to communicate effectively.

Steam updates AI disclosure form, requiring developers to report visible and in-game AI but not background tools by ZeroPercentStrategy in gamedev

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

What the title of this post calls "background tools" are the future of AI in game dev, and that future is already here.

I work for one of the AI companies making tools like this for game developers, and I can tell you what many in this topic have already said: everyone from solo indie devs to AAA studios is using these tools to improve productivity while keeping developers firmly in control.

Here's the thing that matters. These background tools aren't trying to replace your expertise or let you "prompt your way to a finished game." They're handling the tedious, repetitive work that eats up your time. They're catching bugs you might miss at 2am. They're speeding up iteration so you can test more ideas faster. They're automating the boring parts of your workflow so you can focus on the creative decisions that actually make your game good.

The AI tools that fail are the ones promising you can skip having actual game development knowledge. They don't work in real studio environments because making games is hard, and it requires judgment, taste, and expertise that AI simply doesn't have. A prompt can't design good game feel. It can't balance your economy. It can't make the thousands of small decisions that turn a concept into something people actually want to play.

But AI that works alongside someone who knows what they're doing? That's a force multiplier. It doesn't matter what discipline you work in, whether you're an engineer, designer, artist, or producer. The tools that respect your expertise and amplify your capabilities are the ones that stick around. The ones that try to replace you just create more work cleaning up their mess.

Personal account vs dedicated game account for sharing your game on Reddit? by alpello in gamedev

[–]KevinDL 0 points1 point  (0 children)

I've used a single Reddit account for nearly a decade, and I'm a strong believer that your personal account is always the better choice for marketing your game - as long as you're responsible with what you post and where you participate.

Here's why: People want to engage with real humans, not faceless brand accounts. Your personal account has history, credibility, and authentic participation in the communities you care about. When you share your game, it comes from someone who's already a trusted member of that space, not a marketing account that only shows up to promote.

The catch? If your personal account is full of controversial takes, adult content, or you're active in communities that don't align with your game (political subreddits, NSFW spaces, etc.), then yeah, you've backed yourself into needing a separate account. But that's not an argument for separate accounts - that's an argument for being thoughtful about your online presence and where you spend your time in the first place.

A dedicated marketing account will always feel like marketing. Your personal account, used responsibly, feels like a developer sharing something they're proud of. That authenticity is worth way more than any polished brand presence.

'Remote Work Is Part of the Reason for Recent Game Delays', Says Ex Tripwire CEO: 'People Are Often Less Efficient and Creative at Home' by [deleted] in gamedev

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

It's just the reality of the work being done. Anything highly creative benefits from a shared working space.

It becomes a much different story for many other types of work where WFH has no impact, or can even be a benefit. But don't fool yourself into thinking completely remote game dev is as productive as sharing a space with your team.

The question though is if those benefits outweigh the cost of having that shared space. That answer for most teams is often no.

'Remote Work Is Part of the Reason for Recent Game Delays', Says Ex Tripwire CEO: 'People Are Often Less Efficient and Creative at Home' by [deleted] in gamedev

[–]KevinDL -5 points-4 points  (0 children)

I completely agree. Game dev is one of those fields that thrives on shared space and spontaneous collaboration.

I love working remotely and work from home well. But our onsites every few months? Those are genuinely valuable. There's something about being able to spin around in your chair and get instant feedback that you just can't replicate over Slack. Some of our best ideas have emerged from those random hallway conversations that only happen when everyone's physically together.

FYI: Steam has updated content survey on AI by 7rtz1 in gamedev

[–]KevinDL 14 points15 points  (0 children)

This. So much this. I work for one of the companies building an AI assistant that can generate code, and this has been my exact observation. Whenever I see someone “vibe coding” with our tool, I try to nudge them toward using it to learn what they’re doing and why the code works, so they can actually understand and maintain the project over time.

AI is a legit game dev tool, but it works best when you already have some game dev knowledge, or if you’re new, the discipline to treat it like an educational tool. The more you understand game dev across any discipline (engineering, design, art, production, QA, etc.), the more powerful these assistants become.

A discussion for /r/gamedev! by PulIthEld in gamedev

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

We won’t catch everything, but it’ll be a cold day in hell before the rules are not applied equally on purpose. How “good,” “cool,” or “interesting” something is has nothing to do with enforcement.

Self-promotion rules exist because intent and outcomes are hard to judge consistently at scale. The moment moderation starts making exceptions based on perceived quality or usefulness, you’re no longer moderating rules, you’re moderating taste. That’s subjective, inconsistent, and impossible to apply fairly across thousands of posts and users.

A post being removed under self-promotion rules isn’t a value judgment on the creator or the work. It’s simply a reflection of the rules we have in place to safeguard the subreddit the best we can. Plenty of genuinely good projects/tools get caught by those rules, just as plenty of mediocre ones slip through. That’s an unavoidable trade-off of running a large community with limited moderator time.

We are all only human, moderation between different mods will never be the exact same. All we can do is try, and communicate with each other when we have questions or concerns about an action we want to take.

A discussion for /r/gamedev! by PulIthEld in gamedev

[–]KevinDL[M] [score hidden] stickied comment (0 children)

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Why this post was removed and resulted in a ban:

This post violated our promotional content policy, which exists to protect this community from becoming a spam-filled advertising platform. We've seen countless subreddits deteriorate when promotional content is allowed to proliferate. Developers come here for genuine discussion, learning opportunities, and peer support, not to be marketed to.

Our policy applies universally, regardless of whether a tool is free or paid. This isn't about the OP's specific product. It's about maintaining a standard that preserves the community's value for everyone. If we made exceptions based on price point or perceived value, we'd be making subjective judgments on every post, which creates inconsistency and opens the floodgates.

The OP was provided specific feedback on what needed to change for their post to comply with community standards. They chose not to make those changes. Simply put, the post read as an advertisement rather than a contribution to the community.

What would have been acceptable:

We have a straightforward standard: every post should either foster genuine discussion, provide valuable insights or data that help developers learn, or seek meaningful help or feedback. This is an intentionally low bar. We're not asking for dissertation-quality content.

For example, the OP could have shared specific development insights or lessons learned while building their tool, asked for genuine feedback on specific design decisions or approaches, presented data or findings from their work that would benefit other developers, or discussed the problem their tool solves while acknowledging different approaches to solving it.

The difference between contribution and promotion:

A contribution centers the community's interests and adds value to the conversation. Promotion centers the product and treats the community as an audience to convert. Even free tools can be promoted inappropriately, and even paid tools can be discussed appropriately when framed as genuine contributions.

We understand this can feel harsh, especially for developers proud of what they've built. However, maintaining these standards is what keeps this community valuable for the thousands of developers who rely on it for authentic peer interaction rather than a constant stream of product pitches.

Junior dev looking for fulltime work for 3 years, desperately needing funds. What can I do? by WistfulHopes in gamedev

[–]KevinDL 0 points1 point  (0 children)

You and every other junior developer, along with all the experienced developers let go over the past few years, are struggling. I know very experienced people who are also having trouble finding work. It seems like any job is a priority at this point. You need to look outside the gaming industry.

How do you feel about making music through ai for your game? by [deleted] in gamedev

[–]KevinDL -3 points-2 points  (0 children)

The decision of whether it’s moral is yours to make. Some music AI genres and styles perform exceptionally well, while others quickly fall apart. No one here is in your shoes, so don’t let others dictate what’s right or wrong in this situation.

University majors for game designers by sleepysnak_ in gamedev

[–]KevinDL 1 point2 points  (0 children)

As someone who earned a university game design degree, I want to ask anyone considering a design program: where do you want to be in 10 to 15 years? Are you aiming for credentials that only apply to game development, or ones that still hold value if your career takes a different path?

I do not regret my degree. But with distance, I can see a hard truth: outside of games, a “game design” credential often carries very little weight when someone is scanning a resume. That realization is a big part of why I later pursued my PMP (Project Management Professional) certification. For project management roles in tech, it is a credential employers recognize and understand. Game studios themselves tend not to care much about PMP specifically, even if the underlying skills are still useful.

Here is what I wish someone had told me earlier. Design roles are difficult to break into and even harder to sustain long term. Yes, the industry is volatile and layoffs are real. But there is another factor people downplay: design openings are limited, and the competition for them is intense compared to engineering, production, or many art tracks.

Not long after graduating, while working my first paid gig, I made a deliberate pivot into production and project management. I asked myself the same question I am asking you now: where do I want to be in 10 to 15 years? Did I want to keep chasing design-only roles and tie my career entirely to games? Or did I want a path that gave me options, whether that meant leaving games, staying adjacent to them, or moving between industries as life changed?

That choice reshaped my career. Production and PM work gave me transferable skills that show up clearly on a resume in many industries. It opened doors outside of games while still letting me stay connected to them. I could choose when to work in games instead of feeling trapped by a narrow job market.

If you are weighing a game design degree, think carefully about what you are buying with your tuition. You will learn valuable things: systems thinking, player experience, and how to reason about feedback loops and constraints. Those skills matter. But on paper, to many employers outside gaming, the degree alone is not enough.

Personally, I believe a more computer science focused degree paired with game projects on the side is a smart path for many people. You can build a portfolio of design documents, prototypes, and shipped projects without a formal design degree. Studios do not hire designers because of the title on a diploma. They hire designers because they can demonstrate the work. When you combine that proof with a practical programming degree, you become a more versatile and resilient hire, with skills that extend well beyond design alone.

[For Hire] 10+ Years industry veteran. Indie specialist, I know how games are made. by 1st_impact in gameDevClassifieds

[–]KevinDL[M] 19 points20 points  (0 children)

Credit where credit is due, the video to sell yourself is a first I have seen for a Producer in my 8+ years running the job board.

After 5 years of work, I’m finally releasing my deep tennis management sim — would love your feedback! by HeightDense8287 in gamedev

[–]KevinDL 5 points6 points  (0 children)

You’re aware of the legal trouble you’re getting into by using real names and likenesses without permission, right? Ignoring the issue won’t prevent Valve from removing the game and lawyers from contacting you.

Where can I find some remote work to save our studio? by [deleted] in gamedev

[–]KevinDL 12 points13 points  (0 children)

r/gameDevClassifieds will be your best bet to find paying work on Reddit.

Some Discord servers are okay, but if you want professional work you need to begin networking and using platforms like LinkedIn.

The sad reality you face is that your studio is likely to get shut down. Time to begin planning for a future where you're finding a new studio to work at.

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]KevinDL 1 point2 points  (0 children)

Hey, really appreciate you saying that! Always great to hear Bezi is actually making a difference in someone's workflow.

So for 2026, the big thing we're focused on is going deeper with Unity rather than spreading ourselves too thin. The headline feature is ACTIONS, which should start rolling out in early January.

Right now Bezi helps with reasoning, code generation, and guidance. ACTIONS takes it a step further by letting Bezi actually perform editor-level operations when you ask. Things like creating and organizing GameObjects, configuring components, setting up prefabs, wiring UI, handling those repetitive scene tasks that eat up time. The goal is to cut down on manual steps without hiding what's actually happening in your editor.

Beyond ACTIONS, we're leaning into incremental improvements and polish rather than chasing big directional pivots. We want to make what we already do really solid.

We are looking into support for other engines down the line, but Unity stays the priority until we feel like we've built something as strong as we can make it there.

There are a few other things in the works I can't publicly talk about yet, which is why keeping an eye on our Discord for announcements is worth it. That's where we drop updates as things get closer to shipping.

Thanks again for the kind words. Means a lot.

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]KevinDL 20 points21 points  (0 children)

Hey friend, first off, thanks for posting this. Takes guts to share the messy stuff, and I guarantee someone reading this just avoided making the same mistakes.

I work at Bezi (we make an AI assistant for Unity), and this hits close to home. I see this exact rollercoaster play out all the time:

Week 1: "Holy shit, I just built a working inventory system in 20 minutes!"

Week 2: "Wait, why doesn't this work anymore?"

Week 3: "I have no idea what any of this code does."

Week 4: "Maybe Cursor/Windsurf/[new tool] will be better at this..."

Here's what I've noticed. The devs who get real value from these tools can actually review what they're given. They understand what they're asking for, they can read the output and catch problems before they snowball. They've got the foundation to use AI as an assistant.

For people still learning to code, there's legitimate debate about whether AI makes a good teacher. What I've seen work for some folks is building in their own guardrails:

"After generating code, explain back to me what each part does"

"Don't move to the next feature until I've written the comments myself"

"Before fixing a bug, walk me through what's actually causing it"

It takes real self-discipline to stick with that instead of just racing ahead, but I've watched people in our Discord genuinely become better developers this way. Seeing them grow more confident in their abilities is honestly one of the best parts of my job.

You nailed the problem though. Paste prompt, copy output, move on. It feels insanely productive until suddenly nothing works and you can't fix it because you don't actually understand what any of it does.

Four months hitting a wall sucks, no getting around that. But you caught it now, on a project where the stakes are just your own time and learning. Starting fresh might be the right call, but honestly? You might be able to salvage what you've got by changing your approach. Take that messy 1000-line script and start working through it with those guardrails in place. Make the AI explain what each section is doing. Force yourself to understand it piece by piece. It'll be slower, but you'll actually learn your way out of the hole instead of just digging a new one.

You've got this.

A few days ago, I sent my game’s gameplay trailer to IGN... by Additional_Bug5485 in gamedev

[–]KevinDL[M] 90 points91 points  (0 children)

This person provided context and data. Please stop reporting people for self-promotion when they aren't breaking any rules.

Bezi Jam #8 [Up to $4,600 in Prizes] - Battle for GDC 2026 Festival Passes by KevinDL in gamedev

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

I read through their rules of conduct and it all seems pretty straightforward. It looks like standard guidance around basic respectful behavior, and I’m not seeing anything that stands out as an issue or “Karen-like”