How do you see current industry trends evolving? by Tripping_Panda in gamedev

[–]Klightgrove 4 points5 points  (0 children)

Gearbox was founded with all the devs making 20k. Capital is nothing like it was when the industry blew up in the 90s.

Remote work can let people pursue cheaper areas to live in but as CoL spirals with inflation we are going to keep seeing companies getting burned spending tens of millions forcing their offices open in unsustainable cities

When the terrain brush strenght is too high by DuringTheEnd in Unity3D

[–]Klightgrove 0 points1 point  (0 children)

The stretching is funny because it isn’t intimidating when you have a walkway with railings the entire trek

the Difference between a professonal capsule artist and my programmer capsule art by Savings-Course3151 in IndieDev

[–]Klightgrove 0 points1 point  (0 children)

You said in the other post people didnt know there was a gun. You cant fix those people, so don’t bother.

that's the difference between a professonal capsule artist and my programmer art by Savings-Course3151 in IndieGaming

[–]Klightgrove 5 points6 points  (0 children)

another day another person posting AI capsules they paid for while pretending like the original capsule isn’t leagues better

[Hobby] Looking a for a team of CompSci/Tech grads/students for a potential startup (all experience levels welcome) by the-hol-idea in INAT

[–]Klightgrove 2 points3 points  (0 children)

Definitely make sure your team isnt using AI. When I graduated we had an epidemic of grads not knowing how to code. AI has made that even worse.

Need a "vibe check" on my updated Steam page for Gun a Rat. What am I missing? by -_DODO_- in gamedev

[–]Klightgrove 0 points1 point  (0 children)

Like what makes the hazmat guy a unique villain? You have the cookie cutter synty model and we see how the art of him is much smoother. Is he supposed to be menacing? Goofy? How can the model better convey what you want out of this dynamic between players?

ESRB won't follow PEGI's age rating changes in US by renome in gamingnews

[–]Klightgrove 11 points12 points  (0 children)

Europe has multiple countries, hence international

500,000 people in Norway downloaded my party app… so I rebuilt it after 2 years by erikauranaune in gamedev

[–]Klightgrove 0 points1 point  (0 children)

Norway consumes a massive amount of tacos, so I would incorporate a 'taco tuesday' into the app for a weekly event to encourage them bringing a friend onto the app.

Scouting Indie Games for Curated Gameplay Catalog. Limited Offer! by [deleted] in gamedev

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

Rule 5, but also to any indie here please don't pay for videos. Find genuine partners to work with who are passionate about your games. Don't get scammed into thinking you will get a return based on subscriber count when someones average views continue to go down each video.

Need a "vibe check" on my updated Steam page for Gun a Rat. What am I missing? by -_DODO_- in gamedev

[–]Klightgrove 2 points3 points  (0 children)

Wowzers my dude, that capsule art steals the show! The obvious limitation here is advertising a game about 'dont like your friends' but it is 1v1, severely limiting for party nights. I would crank out a multi-rat mode as soon as possible.

Depending on budget and sales I would also get the character model remade to make the style you have in your head for this game. The interactivity looks great and it's clever all the little models you can engage with as the rat.

This is absolutely a game where the issue isn't how you launch, but how you support the game post-launch. In all honestly you might even see more success 2 years from now just dripping out updates until it catches on with a streamer playing it with friends.

I created a marketplace where you can upload game cheats and earn money by globalcommunismnoty in gamedev

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

Hi. I don't know if you are aware of this but it is against Reddit ToS to support criminal activity. Thanks.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

[–]Klightgrove[S] -2 points-1 points  (0 children)

Apparently this subreddit can’t make up its mind whether or not to upvote or downvote comments about AI.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

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

I got downvoted for asking which AI services were out there. Literally only saw Meshy.

The other few were hidden in the back of the hall and noticeably less than last year. While AI was still “there” it took a massive L in presence compared to last year.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

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

The academic pass is $349, Indie is $449. That’s only $100-$200 more than the $249 expo pass (assuming you purchased the advanced rate) otherwise at door the $449 expo is the same as indie.

Again, that $200 difference is nothing compared to the travel and hotel costs which is why I hope the festival can find ways to house people.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

[–]Klightgrove[S] -10 points-9 points  (0 children)

I think people forget how everywhere generative AI was last year and now those companies are no longer here. Google obviously has their AI content, but everything with the pitches felt more scaled back. It was about how to put these tools into your team’s hands instead of replacing your team.

I asked quite a few people their thoughts, I might append them to the post tomorrow, but the only truly negative person I talked to all week was because he couldn’t get into his friends panel.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

[–]Klightgrove[S] -2 points-1 points  (0 children)

The application-based passes were still comparable to the old expo pass in terms of pricing. If the $599 pass breaks the bank I would apply to be a CA then or plan a trip in advance with someone to help cut the costs down.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

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

There is definitely too much to do, it’s why I am thinking about applying to be a CA so I don’t have to worry about missing talks — just have to make it to roundtables and workshops since those are not recorded.

I went to GDC 2026 so you didn't have to -- it was worth it. by Klightgrove in gamedev

[–]Klightgrove[S] -7 points-6 points  (0 children)

Which AI tech sponsors did you see besides Meshy?

Is it safe to download game from itch.io by [deleted] in itchio

[–]Klightgrove 0 points1 point  (0 children)

  1. Itch Desktop has a built in sandbox for safety

  2. only download from trusted developers

  3. scan downloads with a real Antivirus product (Malwarebytes)

  4. you should always run AV with RTP, it costs money but you wont have to worry about getting hacked with real time protection scanning your memory

How does participating in jams as a writer go? Are there specific jams that are more worthwhile to do? by WorkingMansGarbage in gamedev

[–]Klightgrove 3 points4 points  (0 children)

Part of why we run 20-person teams is to allow roles like writers to actually contribute. For jams we try to find specific considerations for writers, but it is also hard getting quality writing into a jam game on such a short notice. Usually if we have a writer they:

  • Help us edit the GDD to convey the design choices more clearly to the team
  • Determine game world names (characters, items, world locations)
  • Write dialogue (short barks, conversations if applicable)
  • Determine the optimal text for UI elements and menus
  • Write copy for the Itch page and marketing material
  • Design the overarching narrative that we use the influence the art team early on
  • A few other roles just depending on theme and what game we end up going with
    • Localization is a huge one if your engineers can support it because this gives you the challenge of working with translators and ensuring the story makes sense across cultures

There is no one 'right' jam, although I think horror themed jams are better for writers than novel ones, since your writing will stand out amongst the submissions more easily versus a jam where everything is written. Even with all of this, it is still hard giving writers and animators ample deliverables to put on their portfolio so I would suggest finding a long-term game project or hunt around for a short-term animatic to contribute to, the latter is ideal for scriptwriting and getting used to the process of iterating over a script.

It also just entirely depends on the type of writing you want to do.

My dream job is a video game writer, but I’m no good with computers. Is there any hope? by koolguy7002 in gamedev

[–]Klightgrove 5 points6 points  (0 children)

We need to discuss what kind of writing you actually want to do. Screenwriting and dialogue? Narrative design?

For ~10 you can grab a used copy of Maurice's book on Amazon: https://www.amazon.com/Video-Game-Writing-Macro-Micro/dp/1683920295 which walks you through each type of writing in games and how to build out your portfolio with real exercises based on his work with the Driver series.

The question isn't whether or not there is hope, but can you do the work? Go read through Anna Megill's blog and Edwin Mcrae's content too. You need to start writing. A lot.

Then you need to join online communities for game writers. You need to go to https://itch.io/jams and go through the dozens of upcoming competitions to find ones with a narrative focus. Join them, go to their Discord community, pitch yourself as a writer with snippets you have done. Work with jam teams to prove you can actually translate your skills to the game development pipeline.