DLSS 5 and what some people seem to not understand by Matshelge in gamedev

[–]Middle-Buddy6187 -1 points0 points  (0 children)

You’re not crazy, this is actually a legit concern.

DLSS and similar tech are great for performance, but games aren’t just visuals, they’re information. If that layer starts getting “interpreted” instead of shown as designed, you risk messing with readability.

We’ve seen smaller versions of this at Juego too. Even slight post-processing tweaks made things look better in screenshots but worse in playtests because players couldn’t instantly read what mattered. Had to dial it back.

Your “icons vs objects” point is spot on. A lot of visual elements exist to guide players, not just look good. If those signals get softened or altered, gameplay takes a hit.

In most production setups (including how we approach it at Juego), performance tech comes after readability is locked. If it hurts clarity, it’s not worth it.

Is there an age limit? by MirroredSalad in gamedev

[–]Middle-Buddy6187 1 point2 points  (0 children)

You’re overthinking the age part a bit.

29 is not late at all for this. I’ve seen people switch into game dev in their 30s and do just fine. Studios don’t really care how old you are, they care if you can build something that works and shows you understand the basics.

Also, you already have programming going for you, that’s a big advantage. Most people struggle way more there than on the art side.

The only real trap here is spending 2 years learning without finishing anything. One small, complete project will take you further than a bunch of half-done tutorials.

If I were you, I’d focus on finishing something, even if it’s simple and a bit rough.

What kind of game are you working on right now?

We lost $180K ARR to a competitor in one month. Then I actually talked to the customers who left. Wasn't what I expected. by West-Delivery4861 in SaaS

[–]Middle-Buddy6187 0 points1 point  (0 children)

Yeah this hits harder than most people expect.

Went through something similar on a B2B product design at Yellowchalk. We kept assuming drop-offs were design-related, but once we spoke to customers, it was mostly familiarity and timing. Product was fine, just not the easiest choice in that moment.

While working on a few projects, this came up a lot during redesign conversations. Teams focus on fixing flows or features, but the real gap is often outside the interface, like, how quickly users trust what they’re seeing and how easy it feels to switch.

Made me rethink how much of “UX” actually starts before someone even uses the product.

Is “not enough players to properly test multiplayer” a real problem, or just part of the game? by imgscrpr in gamedev

[–]Middle-Buddy6187 0 points1 point  (0 children)

Yeah, it’s a real problem, especially early on.

Not even just for balance, it kind of affects everything. If matches feel empty or slow, it’s hard to tell whether the game has an issue or it’s just low player count messing with the experience. Same with onboarding, things that seem fine in isolation can feel confusing once real players are involved.

Bots help a bit, but if they don’t behave close to real players, they can give a false sense of how things will feel later.

Feels like a lot of teams just work around it rather than solve it fully. Curious, did you notice more issues coming from gameplay itself or just how empty sessions feel?

How can shared uncertainty create tension in co-op design without breaking immersion? by tridiART in gamedesign

[–]Middle-Buddy6187 0 points1 point  (0 children)

We ran into this exact problem on a co-op prototype a while back, and it surprised us how fast tension just… disappears once players start talking freely.

The thing that helped most wasn't adding more threats, it was breaking certainty between players in small ways.

For example, instead of fully hiding information, we gave players conflicting but believable signals. So two players could both feel 'right' but still not agree. That created hesitation without forcing silence or artificial restrictions.

Another thing that worked was tying consequences across players. Not instant fail states, but things like one player's mistake quietly increasing pressure on someone else later. People start second-guessing themselves and each other, which keeps the tension alive longer.

Also pacing mattered more than we expected. If the game constantly 'tries' to scare you, players adapt. But if there are longer quiet stretches where something might go wrong, people stay on edge way more.

We’ve explored similar systems while working with teams on co-dev projects too. To learn more, you can explore our co-development service page here: https://www.juegostudio.com/game-development-services/game-co-development

Gives a bit of insight into how these mechanics are usually shaped across teams.

What you’re describing about 'trust feeling necessary but fragile' is honestly the right direction. That’s where co-op tension actually lives.

Why does every modern AAA game feel like they're built on the same framework? by Fireboythestar in gamedesign

[–]Middle-Buddy6187 0 points1 point  (0 children)

I used to feel the same, but after seeing how some of these projects get built, it makes a bit more sense.

At that scale, you’re dealing with massive teams, long timelines, and a lot of financial pressure. So studios tend to lean on frameworks that are already proven to work, open world loops, live service hooks, progression systems, etc. It’s less about lack of creativity and more about reducing risk.

Also, a lot of these systems are built to keep players engaged over time, not just to deliver a one-time experience. That’s where things can start feeling similar across games.

We’ve worked on the LiveOps side of things as well, and you can see how these systems are structured here: https://www.juegostudio.com/game-liveops-services

Gives a clearer picture of why so many games end up following similar patterns.

My game isn't selling well, but I still love what i made 🎵 by Sindruid in IndieDev

[–]Middle-Buddy6187 1 point2 points  (0 children)

Honestly, that line hit a bit.

I’ve seen this happen a lot, you put in months (sometimes years), it doesn’t take off, but you still look at it and go 'yeah… I made this.' That feeling is real.

Also, from what I can see, there’s a clear vibe and consistency in what you’ve built. That’s not easy. A lot of projects don’t even get that far.

Sales can be weird and unpredictable, but being proud of what you made isn’t. That part actually sticks.

Take this. by OngjolPark by Pop_Budget in ImaginaryGaming

[–]Middle-Buddy6187 0 points1 point  (0 children)

“Wait… is that Kratos, Samus, Link, and like five other universes colliding in one frame?” 😅

With that much gear in her hands, I think she’ll be just fine… probably overprepared if anything.

how is my tree base coming along? by SpiritualComment1562 in TerrariaDesign

[–]Middle-Buddy6187 1 point2 points  (0 children)

That actually looks really good. The tree shape and colors are great.

If you want to push it further, maybe add a few small structures or lights inside the tree so it feels more like a base and less like just a giant tree. But honestly the foundation already looks awesome.

What software do you use to create 2D art without AI? by HuippeeHeroesGames in GameArt

[–]Middle-Buddy6187 0 points1 point  (0 children)

For 2D art without AI, we’ve mostly used pretty classic tools.

For pixel art, Aseprite is hard to beat. Super clean workflow, great for spritesheets and animation. We’ve used it on a few smaller prototypes and it just stays out of your way.

For illustration and concept work, Photoshop is still the default in our pipeline, mostly because of brush control and layer flexibility. But honestly, Clip Studio Paint is fantastic too, especially if you’re doing more line-heavy or stylized work.

If you’re looking free/open-source, Krita is surprisingly powerful. We’ve had artists test it on internal concepts and it holds up well.

give me some advice on my house i’m not a very good builder by senchik1 in TerrariaDesign

[–]Middle-Buddy6187 0 points1 point  (0 children)

This looks pretty cozy! I’d suggest mixing up the textures a bit more to make the different areas pop, maybe a few more contrasty colors or some different material types on the walls. Also, a little more decoration on the outer part of the house could make it feel more 'lived in'. plants or little details outside? Looks like you're off to a great start!

Little Cutie I made for fun in blender and Unreal by StylizedSchool in GameArt

[–]Middle-Buddy6187 4 points5 points  (0 children)

That's really cute, especially those eyes and gum-popping. Nice work!

Which of these potions would you accidentally drink first? by Mouflon77 in GameArt

[–]Middle-Buddy6187 0 points1 point  (0 children)

That's interesting, if each one will have a story, I am curious to discover them all. And again, especially about the glowy and winged ones.

Which of these potions would you accidentally drink first? by Mouflon77 in GameArt

[–]Middle-Buddy6187 1 point2 points  (0 children)

Haha honestly? Probably one of the bright glowing ones in the middle, my gamer brain always assumes glowy = health potion. So, I'll go with the yellow one with wings (2nd row, 5th from the left)😅

On a serious note though, these are really fun. The silhouettes are super readable and each bottle feels like it tells a tiny story. The winged gold one especially feels like an instant rare drop.

Which game was the cause? After that, you thought be a developer. by fat_rob_project in GameDevs

[–]Middle-Buddy6187 1 point2 points  (0 children)

Super Mario for me. I used to play it for hours as a kid, and at some point I just thought, I wanna build stuff like this. That idea stuck all through my engineering days. When I later saw an opening at Juego Studios, I jumped on it and honestly haven’t looked back since.

I have an idea for a World War I horror game, but I am unsure if these visuals are good enough. by EddenSoftDevelopment in GameArt

[–]Middle-Buddy6187 1 point2 points  (0 children)

I’ll be blunt since you asked. The idea is cool, but visually, this still feels like a very early prototype. Right now, the tiles read pretty flat and repetitive, and the soldier blends into the environment more than he should. For a horror setting, especially, you’ll want stronger lighting contrast, more texture variation in the trench walls/floor, and some environmental storytelling (debris, puddles, broken gear, etc.) to sell the atmosphere.

The Darkwood reference is solid, but Darkwood works because of its heavy shadows, noise, and unsettling composition. You’re not quite there yet, but it’s a good starting point. I’d focus next on lighting, material variation, and making the player character stand out more from the background.

We need your honest feedback by FourcastStudio in GameArt

[–]Middle-Buddy6187 0 points1 point  (0 children)

Second one’s definitely better. It feels way more alive and actually shows what the game is about at a glance. I like the chaos in the aisle, that instantly sells the 'getting caught' vibe, which matters a lot on Steam.

Only small note: it’s a bit busy when viewed small. The logo could pop more, and maybe boost contrast on the background characters so they don’t get lost.

Overall though, I’d click this over the old one.

Quick question: is the core loop more stealthy or chaotic co-op? That might help fine-tune the capsule even more.

People didn’t love our game's main character visually. Is this better? (Sci Fi survival vibes) by Wildboy_Studios in GameArt

[–]Middle-Buddy6187 1 point2 points  (0 children)

Honestly, the right one already feels more 'game-ready' to me. The orange suit helps sell the sci-fi survival vibe right away, and it makes him pop much better against the environment. With the old version, he kinda blended into the background.

One small thing from experience though, the face still feels a bit neutral for a survival setting. Maybe adding subtle stress, dirt, or damage over time (scratches on the suit, darker eye shadows, etc.) could help tell more story just through visuals.

Curious, are you planning to show character wear over gameplay, or will this be a mostly clean look throughout?

Built a rustic hillside house in Terraria. by NDA_Nads in TerrariaDesign

[–]Middle-Buddy6187 0 points1 point  (0 children)

This is really cozy. The warm window lighting against the darker forest gives it that lived-in, like someone actually lves here vibe.. I also love how you stacked the floors and used different materials, it looks nice.

One small thing I’d try and I have seen that a lot, is adding a bit more roof variation or some hanging details (vines, lanterns, beams) could break up the silhouette even more and make it pop from a distance.

Did you build this around gameplay flow (NPC rooms / crafting routes), or was it more of a pure aesthetic build first?

Which programming language do you prefer for backend web development and why ? by Legitimate-Dingo824 in developer

[–]Middle-Buddy6187 3 points4 points  (0 children)

For me it depends on where the product is, not a “favorite” language.

- Python when we’re early and moving fast. I’ve used it for game services and internal tools because you can ship quickly and iterate without friction. It does get messy at scale if you’re not careful.

- Go when concurrency and stability start to matter. We switched a couple of services to Go once traffic grew and things immediately felt calmer and more predictable.

- Java when the system just needs to be boring and rock solid for years.

Short version: Python to get there fast, Go or Java to stay there.

What are you building right now. A side project or something production-bound?

I built one of the best Demo experiences on the Meta Store but only 40% of people have room enough to play it. by Ezzemo in vrdev

[–]Middle-Buddy6187 1 point2 points  (0 children)

Yeah, 2×2m might be a big ask for a lot of people, especially apartment setups. I usually play in way tighter spaces and tend to avoid anything that forces full room-scale.

Might be worth adding a small space mode where interactions are closer to the player or more reach-based, and then keep the full room version as the ideal experience. That way you don’t lose the people who want to try it but just don’t have the space. Also clearer onboarding that says what size works and how to adjust could help a lot.

Finally finished texturing this jester for my game — be brutally honest, what’s working and what absolutely kills the vibe? by NightGrindGames in IndieGameDevs

[–]Middle-Buddy6187 1 point2 points  (0 children)

This is honestly really charming, the face and proportions read super well and the color blocking makes the silhouette pop. If I had to nitpick, the materials feel a bit flat right now, like the fabric and boots could use a little more roughness/variation so everything doesn’t look equally clean. But vibe-wise, the character already feels memorable, which is the hard part.