
David | Studio 46
2.7K posts

David | Studio 46
@AtStudio46
Games focused on story and immersion Wishlist: https://t.co/E3Ij0rgOIV Newsletter: https://t.co/emesPXFlT4


I’ve been saying this since budgets hit $200M. Raising game prices to $100 isn’t the solution. It hasn’t worked, and it won’t. The problem isn’t the player. It’s how these games are being made. Studios need to get their costs, scope, and expectations under control.

Information on today's layoffs epicgames.com/site/en-US/new…

What's this? Info on Unreal's next-generation terrain solution? 👀 Full 3D, enabling overhangs and tunnels?! Multi-user non-destructive modifiers, and it can still import heightfields?! Both Nanite and trad LODs 🤯dev.epicgames.com/community/lear…

Jensen Huang: "If that $500,000 engineer did not consume at least $250,000 worth of tokens, I am going to be deeply alarmed. This is no different than a chip designer who says 'I'm just going to use paper and pencil. I don't think I'm going to need any CAD tools.'"

Peak co-creator is encouraging indie devs to break free from traditional polished development cycles. Instead, he says, prototype quickly and lean into the chaotic, social fun that these low-fi co-op titles deliver while the window is still open. "Make friendslop games before the fad dies."

Tens of thousands of physics-based enemies, now running on Steam Deck, in our indie game There Are Millions of Goblins. Using the 3D Neighbor grid setup for inter-particle collisions, I realised I'm able to detect the concentration of enemies at any given location. Turns out I could increase gpu performance by about 300%, by not rendering any goblins that are obscured by a horde layer above them. Still work to be done. We can make it even better - but this is an exciting step, and hopefully encouraging for players that worry their hardware couldn't handle it! #gamedev #indiedev

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

Game dev Cakez77 reacts to how much money his game made 30 hours after release following four years of development


Countless hours of my life wasted because I thought you could only have one anim tab open at once 😭






