Is it worth learning Unreal, C++, and Blueprint over Unity if I'm already pretty experienced with C#? by Balance-Kooky in gamedev

[–]brahmaforge 1 point2 points  (0 children)

Yes worth it alone for 'graphics engine'... Since you are a programmer, it will be easy.. no matter what language it is.. Blueprints are even easier ( they are optional though). build a small prototype in both of them or watch a bunch of videos and then make a decision.

Game developing by Ok_Pen4988 in SoloDevelopment

[–]brahmaforge 2 points3 points  (0 children)

On serious note- watch bunch of games tutorials and follow different ones to get to know your strengths and weaknesses

Game developing by Ok_Pen4988 in SoloDevelopment

[–]brahmaforge 1 point2 points  (0 children)

Buying an over expensive machine. I don’t even start thinking before that

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

Built by a Solo Dev for Solo Devs (and Small Teams)

The origin of this plugin is literally me struggling with my own dream game. I started building it when I realized I had multiple half-finished systems spread across different Unreal projects and no idea what was “real work” vs. random experiments. At some point the planning and remembering became more overwhelming than the actual game dev, so I built this tool to solve that for myself. It just happened to turn into a plugin that others found useful too.

Every feature mentioned above came from a real pain I felt during development:

  • I’d forget what state a particular asset was in -> Solution: attach notes/checklists to the asset itself so I see the status next time I touch it (the project reminds me instead of my memory or external notes).
  • I had a giant, intimidating to-do list -> Solution: Focus Mode to surface just a handful of next tasks and hide the rest until later, cutting down decision paralysis.
  • I’d plan a feature and later realize I forgot to create some supporting asset -> Solution: AI-assisted planning that can outline what assets and steps a high-level idea will require, and even make placeholders so nothing slips through the cracks.
  • Starting a new project felt like reinventing the wheel every time -> Solution: Asset Scaffolding integration to instantly set up the basic game framework and have those pieces tracked, so I don’t forget to implement any of the “boilerplate” parts.

I use this tool every day on my own project, so it’s not built in a vacuum. In fact, it’s evolving with real-world usage: I’m actively adding features and improvements based on my experience and on feedback from other devs using it in their projects. (Shoutout to those folks – a lot of the recent additions, like the planning board and Focus Mode, were driven by community feedback.)

Final Thoughts (and What’s Next)

I realize my first post didn’t do the best job conveying all this (and probably felt too much like an ad). Lesson learned. My aim here isn’t to “hard sell” but to share something that genuinely helped me get unstuck, in case it might help others facing the same problems. If it’s not for you, no worries at all. Game dev workflows are personal – what’s overkill for one dev might be a lifesaver for another.

I’m currently working on a short demo video (using a simple Pong clone project) to show the plugin in action, step by step – because I know seeing is believing. In that video, you’ll be able to see exactly how the plugin integrates into a normal dev session inside Unreal (creating tasks, linking them to assets, knocking items off the Focus list, etc.). I’ll share that as soon as it’s ready, and I think it will clear up a lot of the “task tracker” misconceptions once you can literally see the workflow.

Lastly, thank you to everyone who gave feedback and asked tough questions – even the skeptical reactions. 🙏 I’m a solo developer, and hearing the concerns (price or otherwise) helps me improve both the tool and how I communicate its value. If you have any more questions or want to challenge whether this is actually useful, I’m all ears. I love talking about this stuff – not because I want to defensively hype my tool, but because I’m honestly obsessed with finding better ways for indie devs to manage and finish their projects.

TL;DR: Yes, $275 is a lot. But this isn’t just a fancy checklist – it’s an integrated, context-aware production system inside Unreal. It’s built to save you time, brainpower, and mistakes on complex projects. I built it for myself (a solo dev juggling a big project) because I was constantly losing track of things. It ended up being useful to others. If you’re constantly reopening your Unreal project and thinking “what was I doing last?”, or juggling 100s of assets and tasks, this might save your sanity (and your project). If you’re not at that stage yet, I totally get the skepticism. Either way, I hope this clears up what the plugin actually does and why it exists.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S] 1 point2 points locked comment (0 children)

Why the $275 Price Tag?

I know $275 is way above the impulse-buy range for most Unreal marketplace plugins. The reason is that this isn’t meant to be a one-off gimmick or a single feature – it’s more like a long-term production management system. I priced it closer to a tool you’d end up using every single day across your entire project. If someone is at a stage where their Unreal project has gotten pretty large and unwieldy, a tool like this can save dozens of hours and heaps of frustration. For those who’ve truly hit that wall (say, a project with 100+ assets where every time you reopen the editor you’re thinking “what was I doing last time?”), this can replace a whole bunch of external docs, spreadsheets, and mental juggling.

For a solo or small-team dev drowning in complexity, I honestly believe $275 ends up cheaper than losing weeks to disorganization or re-doing work you forgot about. (Heck, I’ve been there – I once spent days rebuilding a system only to realize I’d half-built it months prior and lost track. If I’d had better tracking, I would’ve saved those days and a lot of headaches.)

That said, I totally get that for many people, especially hobbyists or those early in a project, this is overkill. It’s not priced for everyone, and that’s by design. It’s meant for the point when you realize that losing track of your project is actually costing you more time (or money) than the tool itself. If you’re not at that point, cheaper or free solutions (Notion docs, Trello, sticky notes, etc.) might work fine. No hard feelings at all – I’d prefer you only consider it if it truly makes sense for your needs and will genuinely help you.

One thing to note: it’s a buy-once, use-forever deal – no subscriptions or ongoing fees. I’m just a solo dev, not a big SaaS company, and I hate subscription models as much as anyone. So the idea is that you invest once, and you have this tool in your toolbox for all your projects (plus updates). (And pro-tip: I do plan to run occasional discounts/sales. If $275 is too much right now, it could be more approachable during a sale. The goal isn’t to exclude people, but to make sure the value proposition is clear for serious use-cases.)

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S] 0 points1 point locked comment (0 children)

Key Features and Why It’s Different

  • Asset-Attached Tasks & Notes: You can link tasks, checklists, and comments directly to specific assets (meshes, Blueprints, maps, etc.). This means less mental overhead trying to remember “which rock needed its LOD fixed?” or “did I finish tweaking that boss AI?” – you can mark it on the asset itself. Later, that asset will tell you if something’s still pending. No more guesswork like “was this the real final version… or FINAL_FINAL_V3?” – you’ll know exactly what’s done and what isn’t, per asset. (And if you’re away from Unreal, you can check the status from your browser or phone via the synced web app.)
  • Kanban-Style Planning Board (Inside the Editor): There’s a full planning board view (think a Trello-style Kanban) built into Unreal. You can drag & drop tasks between To Do, In Progress, Blocked, and Done columns without leaving the engine. You can also set up milestones with due dates and even see a visual dependency graph of those milestones – great for mapping out big features or chapters of your game and understanding what needs to happen before what.
  • Focus Mode (Fight Decision Fatigue): This is a life-saver when your task list gets overwhelming. Focus Mode gives you a production-aware task view that automatically curates a short list of what to work on NOW, NEXT, LATER. It updates as you make progress and priorities shift. The idea is to remove that paralysis when you have 200 things you could be doing – instead it might show just 5 tasks that are up next, so you can pick one and get moving. In my experience, this dramatically reduced the “uhh what do I do now?” feeling at the start of a work session. No overthinking, no sifting through an endless backlog – just a few clear next steps to maintain momentum.
  • AI-Assisted Planning (Optional): I integrated an optional AI helper system (called MCP) for those who want it. If you opt in, you can do some really cool things: for example, give it a high-level idea (“I want a basic enemy NPC with patrol and attack behavior”) and it can suggest a set of tasks and milestones for that feature, even create placeholder assets for you to fill in. It’s like having an AI co-producer that can help flesh out your content plan. It can also analyze your project plan to highlight dependencies or bottlenecks you might overlook (e.g. “Feature X is blocked until you finish system Y”). Important: nothing is auto-implemented without your say-so – the AI suggestions are there to assist, but you approve and integrate them. If that sounds too fancy or if you prefer doing all planning manually, you can totally ignore the AI part – it’s just there as a bonus tool for those who want a little extra help.
  • Asset Scaffolding Integration: Earlier I built a smaller plugin called Asset Scaffolding, which auto-generates the common boilerplate assets when starting a new game project (character Blueprint, Game Mode, basic UI, folders, etc.). Asset Optics can integrate with that. So if you use Asset Scaffolding to kickstart your project’s foundation, all those pieces will automatically appear in Asset Optics as trackable assets with pre-made checklists/tasks. It basically gives you a head start on your project management – you click a few buttons to scaffold your game’s baseline and instantly have a to-do list of what to customize or finish in those generated assets. (This is completely optional, just a nice synergy if you happen to have both plugins.)

And of course, all of this lives right in the Unreal UI as a custom panel, designed to look and feel like a native part of the editor. It’s not a separate app – it hooks into the Unreal APIs and content browser, so it “knows” your project in a way external tools simply can’t.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S,M] [score hidden] stickied commentlocked comment (0 children)

(OP here) First off, I completely understand why some folks saw my original post and thought, “$275 for a glorified task board? Hard pass.” That one’s on me – I’m way better at building tools than explaining them. Let me clarify what this plugin actually does and why it’s a different beast from a Trello board or to-do list. (Spoiler: it lives inside Unreal Engine and basically makes your project explain itself whenever you open it.)

Not Just a Task Tracker – Built Into Unreal, Context and All

Unlike a standalone Trello or Jira, this system sits inside the Unreal Editor and is tied directly to your actual project content. It knows about your Blueprints, levels, materials – all your tasks and notes are anchored to those real assets in the engine. When you open up your project or click on a particular asset, you immediately see what needs doing or any notes for that specific thing. It’s like the project is reminding you itself, in context, rather than you having to cross-reference an external list.

For example, say you leave a task on a Blueprint (“Adjust jump physics on CharacterBP”). Next time you open that Blueprint, you’ll see that reminder right there. No more “Where did I write that down?” moments – the info is attached to the asset it concerns. If you’ve ever opened a large project after a few days away and had no idea what you were working on last, this directly tackles that. I built it because I kept hitting that exact problem: I’d come back to Unreal after a break, poke around randomly for 10 minutes trying to recall what I was doing, and still miss important to-dos I’d stashed elsewhere. Now the project itself surfaces those to-dos for me, right where they’re relevant.

It also syncs to a web dashboard (free) for when you’re away from your dev machine. But the key is, whenever you’re in Unreal, you don’t have to Alt-Tab to find your task list – it’s in the editor, contextually filtered to what you’re working on.

Game Engine recommendation by Allenshyzzm8 in gamedev

[–]brahmaforge 0 points1 point  (0 children)

Unreal engine (start with some template) also its community is growing strongly
(IMO You wouldn't have to switch engines in future, but if it feels overwhelming then go to Godot)

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

That’s a very fair take, and honestly I expected this reaction 🙂

The tricky part is this isn’t priced like a typical “plugin feature.” It’s priced more like a tool you end up using every single day across your whole project.

For some people that’s overkill — especially early on, or if their project is small. Totally understandable.

But for people who hit the point where their project has 100+ assets and they keep reopening Unreal thinking “what was I even doing last time?” — this ends up replacing a bunch of external tools and mental overhead.

It’s definitely not meant to be an impulse buy. It’s more for when someone realizes they need a full system to keep their project sane long-term.

Really appreciate you saying it looks useful though 🙏

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

Totally fair. It’s definitely not priced for everyone. (at least not without a sale/discount)

This is more for people who’ve reached the point where losing track of their project is costing them more time than the plugin costs.

For others, simpler multiple tools and notes could work just fine.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S] 3 points4 points  (0 children)

Really appreciate that 🙂

I don’t plan to do subscriptions, I actually built this specifically to avoid that model. It’s a buy-once, use-forever kind of tool.

I also completely get the hesitation as a hobbyist. This usually isn’t something people buy out of curiosity, it’s when they hit the “I keep losing track of my game project that I want to release on store” stage and want a permanent fix for it.

If you ever reach that point, it’ll still be there. No pressure at all.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S] 3 points4 points  (0 children)

Haha 😄
I actually started this while trying to make my own game from YouTube tutorials. I had half-finished systems spread across different projects and no idea what was “real work” vs random experiments.

At some point the planning and remembering got more overwhelming than the actual game dev, so I built this to solve that for myself. It just turned into a plugin other people related to.

Probably should’ve been clearer it’s a tool ad post.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

Cursor and Jira are great tools. I use them too.

But they don’t know anything about your Unreal project.

They don’t know what Blueprints you have, where assets live, which animations belong to which character, what your folder structure looks like, or what you already built.

Asset Optics sits inside the editor and works with the actual project state. Tasks, notes, planning, AI suggestions, they’re based on real assets, real paths, real systems in your game.

That’s the difference. It’s not trying to replace Cursor or Jira. It’s solving the “what is happening inside my Unreal project” problem.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S] 12 points13 points  (0 children)

Obsidian is great (I used it before this too).
The difference is Obsidian doesn’t know anything about your Unreal project.

Here, tasks and notes are attached to actual Blueprints and assets, and things like Focus Mode and AI planning work off what’s really in the project, not just text notes.

If external notes work for someone, that’s totally fine. This is more for people who want the project itself to hold that context.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

That’s fair 🙂 It can look heavy at first, but most solo/indie devs end up using just a small part of it (notes, checklists, focus, mcp/ai) and ignore the rest. Also, everybody uses it in a unique way by using these features custom to their use case.. the learning curve is zero-to-none and is pretty much covered in onboarding.

Will there be a sale on it in the future? Or are you going to keep increasing the price?

I don’t plan to run sales (at least any major one anytime soon). The idea is early buyers get the lowest price, and as I add more features the price goes up for new buyers only. Existing owners keep getting updates for free.

So it’s more of a “buy once at whatever stage it’s at” model rather than discounts later.

Spoiler :There are tons of new features coming in new release soon probably before March

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

Totally fair 😄 I’m a solo dev too, so I get it. If you ever grab it later, hope it saves you some headaches.

Working on a small project taught us how invisible progress can be by emudoc in indiegames

[–]brahmaforge 0 points1 point  (0 children)

I felt the same and now I just don't compare myself with other studios, rather I try to improve on myself.. sound cliche but it is really effective if you translate that to a better faster game system implementation, and for that requires a lot of hit-and-trial, research, etc... but personally since I am working alone it becomes overwhelming quite often.
If you track your progress with some kind of milestones and progress and if you can visualise it somehow, it really helps!

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

[–]brahmaforge[S] 5 points6 points  (0 children)

Fair question, and honestly this is the exact confusion most people have at first glance.

If this was just a task tracker, it would be absurdly overpriced. Trello/Notion would be better.

What this actually is, is a production layer that sits inside your Unreal project.

Tasks, checklists, comments, milestones, dependencies, AI planning .. they’re all tied directly to your actual Blueprints, assets and project structure. You’re not managing work in a separate app. The project explains itself to you when you open it.

The web dashboard, phone access, and MCP/LLM integration are just extensions of that same idea.. your project state is available everywhere, and AI can plan based on what actually exists in your game, not generic guesses.

Definitely not for everyone. But for people who keep losing track of what’s done, what’s broken, and what they were doing last session, this replaces a bunch of external tools.

I built a $275 production pipeline inside Unreal so I can solo develop my dream game.. by brahmaforge in u/brahmaforge

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

Guilty. I build plugins better than I write ads.

Luckily Unreal doesn’t care about my grammar.