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Posts tagged with Gamedev

Hear Me Out. Highguard, But The Horses Are Anime Girls

Hear Me Out. Highguard, But The Horses Are Anime Girls
Fortnite keeps desperately clawing at relevance after each failed launch, throwing everything at the wall hoping something sticks. Meanwhile, Highguard said "you know what? I'm good" and walked away from the game dev grind to pursue a life of pure diamond mining. The real joke here is the perseverance difference: Fortnite has Epic's infinite money printer backing it, so they can afford to faceplant repeatedly and still come back with another collab or season. Highguard (presumably an indie dev or smaller studio) looked at their launch numbers, checked their bank account, and made the rational decision to pivot to literally anything else that pays better. It's the classic tale of "big studio privilege vs indie reality" – one gets to fail upward indefinitely while the other needs to actually make rent.

Devs Reading Steam Reviews

Devs Reading Steam Reviews
Game devs scrolling through Steam reviews at 3 AM, desperately searching for validation after months of crunch, and finding someone who played for 1.4 hours but got so hooked they lost track of time. The glowing eyes moment hits when they realize the player praised the graphics AND the flashlight implementation. THE FLASHLIGHT. You know you've made it when someone notices your lighting system. That "You are a good man. Thank you" response? That's every dev who's ever had their soul crushed by "Not Recommended - 2,847 hours played" reviews. This one positive review from someone with barely any playtime but genuine enthusiasm is worth more than a thousand "it's okay I guess" from players with 500+ hours. It's the emotional support we didn't know we needed but absolutely deserve.

"It Would Be So Cool To Make My Own Game" Vs "I'M Burned Out And Exhausted"

"It Would Be So Cool To Make My Own Game" Vs "I'M Burned Out And Exhausted"
The journey from "I'm gonna make the next indie masterpiece!" to "why did I choose violence?" in visual form. One side is literally staring into the abyss of game development hell—physics engines, collision detection, asset management, and the eternal question of "why won't this sprite just MOVE CORRECTLY?" Meanwhile, the other side is blissfully daydreaming about their future Steam bestseller, completely unaware of the nightmare that awaits. It's the difference between innocence and trauma, between hope and despair, between "how hard could it be?" and "I haven't slept in 72 hours and my main character is clipping through the floor." Game dev will humble you faster than a failed production deploy on a Friday afternoon.

Game Dev Logic Is Just Arcane Chaos

Game Dev Logic Is Just Arcane Chaos
Game development: where summoning a demon from a lava explosion is "trivial" but adding a scarf to the player model requires a 6-hour meeting with the art team, three engine restarts, and possibly a blood sacrifice to the physics gods. The complexity hierarchy in game dev is completely inverted—rendering a photorealistic apocalypse? Child's play. Making a hat stay on a character's head? That's dark sorcery nobody dares attempt. It's because the demon is just particle effects and a pre-baked animation, but that scarf? That needs cloth physics, collision detection, bone rigging, and the willingness to watch it clip through the character's neck for the rest of eternity. Game devs will casually implement procedural terrain generation but then panic at the thought of customizable accessories. Priorities? We don't know her.

Got To Work On It So I Don't Let Them Down

Got To Work On It So I Don't Let Them Down
You know that side project game you've been secretly grinding on for months? The one with exactly zero users except your mom who said it was "nice, honey"? Yeah, suddenly that ONE person who showed genuine interest becomes your entire reason for existence. Now you're locked in. Can't abandon it. Can't half-ass it. Someone actually cares . The weight of their expectations transforms your casual hobby into a sacred duty. You're basically contractually obligated by the unspoken laws of developer guilt to ship this thing now. It's the programming equivalent of someone saying "I love your cooking" once, and now you're meal-prepping for them every week. Congratulations, you played yourself. That person has no idea they just became your product manager, QA tester, and motivation coach all at once.

Beware Of The Vulkan Pipeline

Beware Of The Vulkan Pipeline
You start with innocent vertex inputs—just some dots, really. Then you build your vertex shader and assembly, feeling pretty good about those wireframe models. The vertex shader transforms things nicely. Rasterization converts it to pixels. Fragment shader adds some color and texture. And then... you realize you forgot to clear the depth buffer and your entire scene becomes a glitchy nightmare of corrupted pixels and existential dread. The Vulkan graphics pipeline is like a Rube Goldberg machine where one forgotten flag can turn your beautiful 3D model into abstract art that would make Picasso weep. Each stage is another opportunity to mess something up in ways that won't be obvious until you've already spent 6 hours debugging why everything is magenta. Fun fact: Vulkan gives you so much control that you can literally forget to tell the GPU to clear the screen between frames. That's like forgetting to erase a whiteboard before drawing—you just keep layering chaos on top of chaos until reality itself breaks down.

My Game Flopped So Hard It Is Hilarious

My Game Flopped So Hard It Is Hilarious
The indie game dev journey in four panels of pure pain. You start out following all the "right" advice: network at conventions, get those sweet industry validation points, build hype. Then you land a publisher and think you've made it—only to discover they're broke and have the marketing budget of a lemonade stand. Plot twist: turns out your own marketing skills are somehow even worse than theirs, and you're so introverted you'd rather debug memory leaks than talk to humans. The final panel hits different though. Two seconds of TikTok watch time? Reddit downvoting your promo posts into the shadow realm? Single. Digit. Player. Count. That's not just failure—that's your game being so invisible it might as well not exist. At least when games crash, people had to run them first. This is the gamedev equivalent of shouting into the void and the void actively scrolling past you. Fun fact: The average indie game on Steam gets around 1,500 sales in its lifetime. So if you're hitting single digits, congratulations—you've achieved statistical improbability in the wrong direction.

About Recent Marketing Claims…

About Recent Marketing Claims…
Graphics card marketing teams have entered their villain era. NVIDIA and AMD keep slapping new acronyms on upscaling tech and claiming each one "looks better than native resolution!" First DLSS supposedly beats native rendering, now DLAA is supposedly better than TAA. Next they'll tell us 720p with DLSS 17 looks better than looking at things with your actual eyeballs. The gaming industry has basically turned into "why render at 4K when you can render at 1080p and let AI hallucinate the rest?" Sure, the performance gains are real, but calling upscaled imagery "better than native" is like saying instant coffee tastes better than freshly ground beans. Marketing departments are out here gaslighting us into thinking less is more.

A Reminder To Every Company Who's Made A Storefront: We Want Steam To Have Competition. Y'all Just Keep Making Crappy Competitors.

A Reminder To Every Company Who's Made A Storefront: We Want Steam To Have Competition. Y'all Just Keep Making Crappy Competitors.
You know what's wild? Epic, EA, Ubisoft, and everyone else saw Steam's 30% cut and thought "we can do better!" Then they proceeded to launch storefronts with missing features, terrible UX, and the performance of a potato running Crysis. Steam's "monopoly" isn't because they're evil—it's because they actually built something people don't hate using. Cloud saves that work, a refund policy that doesn't require a lawyer, community features, and a client that doesn't feel like it was coded during a hackathon at 3 AM. Meanwhile, Epic buys exclusives instead of fixing their shopping cart. Origin somehow made buying games feel like filing taxes. And don't even get me started on the Microsoft Store, which still can't figure out where it installed your game. Competition is great when the competitors aren't speedrunning how to alienate users. Build something actually good, and gamers will show up. Until then, Gabe Newell gets to keep printing money.

Dear Localization Team: I'M Sorry.

Dear Localization Team: I'M Sorry.
Product managers out here adding features like "sewer zones" and "brown crappie" to their fishing game, then casually dropping "btw we need this in 15 languages" on the localization team. Imagine being a translator trying to find the culturally appropriate equivalent of "brown crappie" in Mandarin, Arabic, or Finnish. Is it a fish? Is it... something else? The localization team is probably sitting there with their dictionaries wondering if this is a legitimate freshwater species or if the developers are just messing with them. Fun fact: brown crappie is indeed a real fish (Pomoxis nigromaculatus), but good luck explaining that context to someone translating fishing terminology at 2 PM on a Friday. The "sewer zone" probably isn't helping their confidence either. RIP to every translator who had to Google "is brown crappie a real thing" before submitting their work.

When People Are Describing The Game They're Working On

When People Are Describing The Game They're Working On
You know that one indie dev friend who won't shut up about their "cozy farming sim with roguelike elements"? Yeah, they've used the word "cozy" approximately 47 times in the last 10 minutes. The gaming industry has collectively decided that "cozy" is the magic word that makes investors throw money at you and players smash that wishlist button. It's gotten to the point where even survival horror games are being pitched as "cozy existential dread simulators." The real kicker? It works. Slap "cozy" on literally anything—fishing, cooking, tax filing, debugging segmentation faults—and suddenly you've got a viable game concept. The word has been so overused it's lost all meaning, but game devs keep reaching for it like it's the only adjective in the English language. Meanwhile, the rest of us are sitting here wondering when "cozy battle royale" is gonna drop.

What Would We Have Done

What Would We Have Done
Somewhere in a cramped office in early 2000s Valve, a Korean intern was single-handedly holding up the entire foundation of modern PC gaming like Atlas carrying the world. While everyone else was probably arguing about Half-Life 3 (still waiting, btw), this absolute legend was writing the code that would eventually evolve into Steam—the platform that now holds your wallet hostage during every summer sale. The weight of billions of future gamers, countless indie developers, and the entire digital distribution model resting on those shoulders. No pressure though. Just casually architecting the infrastructure that would make physical game copies obsolete and turn Gabe Newell into a demigod. Fun fact: Steam was initially created because Valve needed a way to push updates to Counter-Strike. Now it's a multi-billion dollar empire. Talk about scope creep done right.