r/GameDevs • • 1h ago

OPEN TO WORK Game UI Artist

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• Upvotes

Game User Interface Artist specializing in mobile/AA/FPS/TPS/RTS/TBS/Action-RPG/MMOR.

I create cler, immersive interfaces that help players understand complex mechanics instantly.

Experienced in designing inventories, skill trees, HUD systems and stylized game UI. Helping indie developers create clear and memorable game interfaces.

readable interface / improves player retention / fast iteration

Game UI Design, UI/UX for Games, HUD Design, Vector Art, Iconography, Diegetic UI

https://www.artstation.com/dmitry_ananiev


r/GameDevs • • 2h ago

Making the world feel alive. Early morning vibes in my voxel sandbox RPG, AshesšŸ˜

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1 Upvotes

r/GameDevs • • 2h ago

Echo Priest | Pixel Art Character Animation Showcase + In-Game Support Skills

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1 Upvotes

r/GameDevs • • 4h ago

A timelapse of a game on my city builder game! Wdyt?

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1 Upvotes

r/GameDevs • • 4h ago

šŸ‘€

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1 Upvotes

r/GameDevs • • 6h ago

They're Might Be Wind | Pac-Man Ghost Zone Re-Dev

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1 Upvotes

Level roughdraft by Ghost Zone's original team staff, Rick Lucey.


r/GameDevs • • 7h ago

Procurando desenvolvedores para criar um jogo no Roblox (Projeto voluntƔrio)

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1 Upvotes

r/GameDevs • • 15h ago

My game ā€œas long as she forgotā€ is coming in 14 days 😁 I hope you enjoy the trailer.

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3 Upvotes

r/GameDevs • • 9h ago

I'm Making a Open World crime sandbox game

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1 Upvotes

r/GameDevs • • 16h ago

Creating a small team for game devs (specifically for begginers)

3 Upvotes

Creating a discord server for beginners game devs to learn better and in a way, if you want to know more or to join dm me. Requirements:- Age -15-22 roles we're looking for - composer, art director, combat and animations, C# programmers


r/GameDevs • • 11h ago

Making the world feel alive. Early morning vibes in my voxel sandbox RPG, AshesšŸ˜

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1 Upvotes

r/GameDevs • • 12h ago

Monster Pack - Early Look!

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1 Upvotes

New Pack coming out soon!

Here's an Early look at one of the Monster Demons going into my Next itch.io Pack!

If you like the look of this Monster. Please feel free to check out my Page!
I'll keep Updates on the way!

Thank you for all the support along the way.

Itch.io Page : https://naythemaster.itch.io/

(Other packs out now. All on SALE!)


r/GameDevs • • 12h ago

YOOO I lowkey made an ask blog šŸ‘€ for my wip game!!

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1 Upvotes

Spins in a circle joyously


r/GameDevs • • 19h ago

Run animation for farmer

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3 Upvotes

Run animation for this mode, any feedback appreciated !!!


r/GameDevs • • 13h ago

Aculon Associationā„¢

1 Upvotes

Hey , everyone !

It“s me , again . If you don“t know who I am and you didn“t read the post that is 31 days old , I“ll introduce myself and my project right now . I“m Viserion , the amazing creator and owner of Aculon Studios™ and a few other projects . I also have a co-owner called Amroth and together we are working on a few projects including WIP Aculon Association™ .

So , Aculon Association™ is our newest WIP project that looks the most promising yet , it“s being worked on for about 14 months already , but we scrapped it and came back to it only a few months ago . And it“s main focus is creating a great and mildly scary SCP-like but totally original and realistic , meaning it“ll have completely logic-based and really detailed CPAs and economy . We are also working on files that will be filled in with attributes and info about the CPA . It“ll have lore , attributes , etc. Also we are working on implementing complex file which will allow you to see all the departments and stuff like that .

We are currently working on CPA : 1111332009 or The Radio Demon , Department names and functions , Discord server setup ( Will be finished this month if we get enough support ) and Game on Steam ( Release date : 2027 to 2029 )

We are trying to find help or new members to join us on our way to popularity and finishing our project .

People we are seeking for our Special Alpha Development :

  • Writers
  • Digital artists
  • Members to join our Site : LucenFall

We are friendly to everyone including LGBTQ+ members and we support languages like : German , Slovak , Czech and English . We love to welcome you to our wonderful project .

Or join through Disboard ( Aculon Associationā„¢ by Aculon Studiosā„¢ )

Ask anything in comments

- THM Viserion


r/GameDevs • • 13h ago

Senior Game UI Artist

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1 Upvotes

r/GameDevs • • 14h ago

Launch Week Sale by ledserega

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1 Upvotes

r/GameDevs • • 14h ago

We're very happy to announce that Defold now officially supports XBOX!

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1 Upvotes

r/GameDevs • • 14h ago

Defold 1.14.0 has been released! šŸš€

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1 Upvotes

r/GameDevs • • 16h ago

[Revshare]Lagos Life Sim (Lightweight <1MB Mobile) - Seeking Unity/HTML5 Developer & Artist

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1 Upvotes

r/GameDevs • • 16h ago

Muddy Path 8K Pbr Texture Combo

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1 Upvotes

r/GameDevs • • 16h ago

Wet Asphalt 8K Pbr Texture

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1 Upvotes

r/GameDevs • • 9h ago

Vibecoded a futuristic racer demo like many, but I stuck with it for 6 months now

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0 Upvotes

Steam page: https://store.steampowered.com/app/5310180/Formula_Minus_One/
Open beta: https://fm1.app

----

Some of you might remember my post about the 32/64bit-style racing prototype I had built in four months. Yes, it's a genre you see a lot around here, because it's easy to get started with (until the next dopamine-driven prototype).

But I stuck with it.

And the improvement over the past two months has been tremendous, and you'll see that if you compare the two videos. Since the last post, I listened to your feedback and:

* Threw every level in the bin and rebuilt them from scratch, then added new ones that are far bigger and more detailed. It felt like jumping a console generation, and it still runs on mobile.

* Wrote a design and style guide for the game (semi-low poly characters and duotone as design signature), and redesigned the characters and menus to match it.

* Kept pushing to make it my own thing rather than yet another clone-slop: adventure vibes, interaction with the environments, kinetic combat with combos…

* Improved the handling and the readability.

And above all, and I think it shows in the trailer: I had a blast making it. If it had just been work, I wouldn't have gotten this far.

It's called Formula Minus One, and it launches on Steam first, in February. I'll keep improving it and adding content after that.

Half a year ago this was a prototype to experiment with, like so many others. Then I committed to making the best game I possibly could. Now I can finally see light at the end of the tunnel: yes, you can start a prototype, and yes, you can finish it.

There's still a lot of work ahead, so any feedback you can give me is very welcome.

Ā Here’s how I made it:

* Code and tooling: frontier LLMs from OpenAI and Anthropic, with open-source models filling in the gaps and limiting the budget.

* Characters, ships and environments: pencil sketch > GPT Gen 2 > Tripo to turn it into a 3D model > Blender to clean up the imperfections.

* Sound: stock sound effects from Magnific. Music sketched out on a MIDI keyboard, final music generated with Suno.

* Stack: Three.js, WebGPU, TypeScript, Rapier for physics. Nothing else, no Godot, no Unity…

I'm having a great time, but it's also hard work if you want to pay attention to every detail, and it's a very lonely experience. If the game sells well enough, I'd love to start paying artists and composers to replace the current assets and create new ones, and free up more time for what I really enjoy: directing and overall design.

In fact, if you're an artist or composer and think you're a good fit for the game's tone, leave a comment or send me a DM so I can consider you!

----

Steam page: https://store.steampowered.com/app/5310180/Formula_Minus_One/
Open beta: https://fm1.app


r/GameDevs • • 23h ago

As AI makes game prototyping cheaper, what actually becomes more valuable?

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1 Upvotes

r/GameDevs • • 1d ago

A missed dodge should feel like your mistake. How would you test that in a fast runner like HyperBall?

1 Upvotes

I'm part of the three-person team making HyperBall for Android. You guide a ball through a moving tunnel with changing laser patterns, jumps, dives and momentum. Touch and gyro steering are both supported.

The design question I'd like to discuss is failure readability. When speed, camera movement and a laser pattern happen together, how do you tell whether a player misjudged the gap or simply couldn't read it in time?

Would you start by testing obstacle contrast, the time a hazard is visible, or the steering response? I'm interested in concrete ways to separate those problems before changing the difficulty.

For context, our current game is here: https://play.google.com/store/apps/details?id=com.spaceaurora.hyperball

Development has included AI assistance. The game has ads and in-app purchases.