Game development Memes

Posts tagged with Game development

The Two Sides Of Gaming Culture

The Two Sides Of Gaming Culture
The eternal duality of game development vs gaming in one perfect sketch! Game devs look at other games with jealousy and imposter syndrome ("that guy's game is way better than mine") while comparing their own work to a simple cake. Meanwhile, gamers view the exact same games with extreme binary judgments - either something is absolute garbage or it's the second coming of digital Jesus. The irony? Both are looking at the exact same products but through completely different psychological lenses. This is why game developers need therapy and gamers need... well, also therapy.

Abomination Of A Story Management System

Abomination Of A Story Management System
Behold, the pinnacle of game development: storing your entire storyline in a global array and using hardcoded indices to track plot points. Because who needs databases or state machines when you can just check if storyline_array[367] == 1 to determine if you've already done something? The real masterpiece is using instance_destroy() as your universal solution. Lunch with Fern? Destroy the instance. Already completed a task? Destroy the instance. Relationship problems? You guessed it— instance_destroy() . Meanwhile, poor Rhode gets the "Do Nothing" treatment. Clearly the developer's favorite character won the popularity contest. This code is basically the digital equivalent of writing your novel's plot points on sticky notes, scattering them across the floor, and numbering them randomly.

I'm Working Mom, Not Playing

I'm Working Mom, Not Playing
The eternal struggle of every game developer who still lives with their parents. That crushing moment when Mom walks in, sees you clicking away at Unity or Unreal Engine, and assumes you're just wasting time on Fortnite again. The sad cat face perfectly captures that mix of indignation and despair when your career aspirations are dismissed as "playing games." Sure, I'm staring at a screen for 12 hours straight, but I'm creating worlds, not just living in them! Pro tip: Next time, just tell Mom you're "optimizing recursive algorithms for interactive entertainment systems." She'll either be impressed or confused enough to leave you alone.

Playtesters Quickly Discovered There Is No Explicit Cap To Display Names

Playtesters Quickly Discovered There Is No Explicit Cap To Display Names
The first rule of game development: always sanitize your inputs . Some poor dev just learned that VARCHAR(255) isn't enough when players can create display names like "ConundrumSupercalifragilisticexpusVortexWhimsicalWhisperXenodochialXyloglyphyYesteryearYggdrasilZanyZephyrZigguratZillionaireZenithZealotZiplineZigzaggingZephyrine" while flying spaceships and making terrible tuna puns. The database admin is probably having a nervous breakdown right now while the QA team is laughing hysterically. And somewhere, a junior dev is frantically writing a regex at 2 AM that they'll eventually copy-paste from Stack Overflow anyway.

The Signature Look Of Programmer Superiority

The Signature Look Of Programmer Superiority
That smug feeling when a non-programmer is absolutely blown away by a game glitch you could fix with a single if-statement. Sure, let them think you're some kind of wizard for understanding that the collision detection just needed a simple boundary check. Meanwhile, you're sitting there knowing it's basically the "Hello World" of game development fixes. The superiority is just *chef's kiss* delicious.

Thank You Europeans!

Thank You Europeans!
The corporate brain trust strikes again! When game studios hit that sweet 1M milestone, executives immediately start plotting how to milk more cash from their success. Subscription models? Public statements of empty promises? Or maybe—gasp—actually listening to players? The last guy suggesting they "stop killing games" gets yeeted out the window faster than a junior dev who asks about work-life balance. Because heaven forbid we maintain something that works instead of chasing the next quarterly profit high. European players are the real MVPs though—they're the ones who keep demanding consumer rights while the rest of us just accept our fate and open our wallets.

GTA 7 Will Send 1 Billion People To Early Retirement

GTA 7 Will Send 1 Billion People To Early Retirement
Ah, retirement anxiety solved by the next GTA release. While some worry about filling their golden years with purpose, developers know the truth—we'll be grinding side quests and debugging our own mod projects until arthritis claims our mechanical keyboards. The ten-year gap between GTA releases isn't a development timeline, it's Rockstar's contribution to retirement planning. Who needs a 401k when you've got 400GB of open-world escapism waiting to consume what remains of your life?

The Distinguished Eighth Place Finisher

The Distinguished Eighth Place Finisher
THE ABSOLUTE AUDACITY of this frog gentleman! Announcing his game jam creation ranked #8 out of 36 with the formality of a royal decree! 🐸👑 Two days of frantic coding, energy drinks, and existential crises—only to land in the prestigious position of... *checks notes dramatically*... EIGHTH PLACE! Not first, not even podium-worthy, but presenting it like he's discovered the cure for JavaScript callback hell! The aristocratic frog energy here is simply too powerful. We're not worthy of such distinguished mediocrity!

Modern AAA Gaming Experience

Modern AAA Gaming Experience
Spent $1200 on a new GPU thinking it would solve all your gaming woes? That's cute. The crushing reality of modern gaming is that no matter how beefy your hardware gets, devs will find new and exciting ways to make poorly optimized games that still require you to dig through config files like it's 1998. The circle of life in PC gaming: upgrade hardware → realize games still run like garbage → back to tweaking .ini files while questioning your life choices. Rinse and repeat every GPU generation.

Does It Scare You, My Fellow Game Developers?

Does It Scare You, My Fellow Game Developers?
Finnish indie games have become the stuff of legend in dev circles. These Nordic madlads create nightmare fuel wrapped in innocent-looking packages. Think Control , Alan Wake , or those surreal horror experiences that haunt Steam. They've mastered the art of making games that are simultaneously brilliant and deeply unsettling. The rest of us are just trying to make our collision detection work while they're over there bending reality and psychological horror into digital art forms. Their power cannot be contained by mere game engines.

You Can't Stop Me

You Can't Stop Me
Finding a C++ expert who's also interested in your half-baked game idea is like finding a unicorn who does your taxes. Most people would run away. But not our protagonist. No, they see this as the perfect opportunity to level up their relationship game. Because nothing says "I'm serious about you" like exploiting someone's programming skills for your Unity project that'll definitely be "the next big thing."

When Your Bug Fix Becomes The Final Boss

When Your Bug Fix Becomes The Final Boss
When you think you've fixed that nasty bug, but instead you've unleashed an exponential nightmare. The health points just keep multiplying while you frantically swing your debugging hammer! First it's 10 HP, then suddenly 5471 HP. That's not a bug anymore—that's a full-blown boss battle with terrible scaling mechanics. Just like when you fix one null pointer exception only to discover you've created an infinite loop that's eating all your memory. The more you hit it, the stronger it gets. Classic case of accidental O(2^n) complexity when you were aiming for a simple O(1) fix.