Wayfire Games

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Wayfire Games

Wayfire Games

@WayfireGames

✝️🎮🎨🔥 Solodeveloping CELLSHOCK, a creature-catching roguelike in UE5. AAA dev by day. Occasional dives into all-things game design, art, and dev.

Solar System Katılım Mart 2014
961 Takip Edilen943 Takipçiler
Wayfire Games
Wayfire Games@WayfireGames·
@doubleDD343 @Swurv__ That’s a legitimate opinion. I’m saying that that’s what the industry was focusing on as innovation at that time, for better or worse. No matter what, we need strong gaming culture again that drives competition between these major players.
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David
David@doubleDD343·
@WayfireGames @Swurv__ debatable. ps3 is more the era that has brought us to a stand still with diminishing returns imo, squinting at the screen to count rain puddles
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Swurv
Swurv@Swurv__·
I asked "why are exclusives in gaming good for gamers" and the answers I am getting are all why exclusives are good for the console companies to make money.
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Wayfire Games
Wayfire Games@WayfireGames·
Yes, they should. PS3 and PS4 eras were about graphic advancements and controller touch capabilities. At this point though, innovation probably can only branch into more advanced handhelds to compete with Switch 2 and Steam Deck or advancements in living worlds, or finding other ways to play games via other unique devices.
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David
David@doubleDD343·
@WayfireGames @Swurv__ pretty graphics has 0 relevance to innovation along with controller gimmicks. shouldn't sony games be leading the charge in innovation? going the fortnite route milking marvel ip in cookie cutter games is quite the opposite
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Wayfire Games
Wayfire Games@WayfireGames·
@doubleDD343 @Swurv__ "supposed to push innovation." That said, ps3 to ps4 did see improvements in their controller, graphics capability and hardware.
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Wayfire Games
Wayfire Games@WayfireGames·
Changes in place after making adjustments to my level design. Time to implement and test out in game. Does this remind you of any particular levels from another game? #gamedev #indiedev
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Wayfire Games
Wayfire Games@WayfireGames·
@mintdotgg Level design usually has very specific needs and problems it needs to solve and I think overestimating what AI can do is bad long term.
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mint
mint@mintdotgg·
Level designers spend weeks building blockout geometry before the real work begins. I described an environment in Mint and exported it directly into Unreal Engine as a base layer. Minutes, not weeks. Your level already exists. You just haven't generated it yet.
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LiveCamChaser
LiveCamChaser@LiveCamChaser·
Also: definitly meant 60+ SECONDS! lol, the adrenaline hadn't worn off yet. 🤣
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SlonkYap 🇵🇷
SlonkYap 🇵🇷@Slonk01·
I’m no painter or editor, but I tried my best to edit a scene from the Halo CE trailer that I thought had potential, but missed the mark imo. I think the Halo Ring in the Remake feels too small and the two big reasons for that is the greebling and the lack of curvature
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Wayfire Games
Wayfire Games@WayfireGames·
@kalaelizabeth Never have I ever heard anyone bring up how cool it was that x celebrity is in x game.
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Kala Elizabeth
Kala Elizabeth@kalaelizabeth·
I don't know if this is a hot take, but I'm kind of tired of all the celebrity faces in games over taking the spotlight of voice/game actors. Some are fine, but I feel like so many games have some big celebrity reveal and I just do not care
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Bean Juice Studios
Bean Juice Studios@BeanJuiceStudio·
Too many game devs believe adding more content to their game will make it better, but it won't. What matters is the quality of the content, not how many hours it takes to complete.
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Wayfire Games
Wayfire Games@WayfireGames·
@samueldcorbin @thomasmahler For me it was leading art teams. I thought it was a given that every artist would just research and become familiar with the lore, art style, patterns and concepts unique to an IP to inform their work. Unfortunately no.
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Samuel Corbin
Samuel Corbin@samueldcorbin·
@WayfireGames @thomasmahler I've seen it happen in teams as small as a dozen people - though often it's the people coming from AAA. It really comes out when you listen to them playtesting.
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thomasmahler
thomasmahler@thomasmahler·
It's obvious that a lot of developers are experiencing a bit of a culture shock right now. For the past twenty years, specialization was usually the winning strategy. Games grew larger and more expensive every year. Teams went from dozens of developers to hundreds, sometimes thousands. If you were one of the best character artists, animators, environment artists, technical artists, UI designers or quest designers in the business, you were in a very secure position since the system rewarded specialization. The downside is that many people became experts at one small piece of game development without ever having to understand how a great game is actually made. They knew how to make a wheel, but they didn't necessarily know how to build a car. For years now, the best way to learn game development was to try and make a complete game yourself. Not because you'll outperform a team of specialists, but because you'll learn how every piece connects to every other piece. You'll learn design, production, programming, art, user experience, playtesting, marketing and all the countless tradeoffs that go into making a game actually work. Basically: You learn how the sausage gets made. The indie scene has traditionally worked the same way. Most indie teams simply don't have the luxury of hiring an army of specialists. Everyone wears multiple hats. Everyone playtests. Everyone understands at least some part of every discipline because if they don't, the project falls apart. And I think we're now watching those worlds collide. Lots of indie projects get made within reasonable development budgets showing a huge ROI - Meanwhile, how many monster-budget AAA games have we seen in recent years that didn't even return their investment at all? The developers who learned how to build entire products rather than individual components have become incredibly efficient. New tools, including AI, are amplifying that advantage because they allow smaller teams to execute at a level that previously required an army of people. That said, I don't think specialists are going away. Great specialists will always be valuable. But I do think we're entering an era where understanding how to build an entire product is becoming more valuable than understanding a tiny piece of one.
Jonathan Blow@Jonathan_Blow

This is an accurate view of AAA game development. youtube.com/watch?v=1bJUST…

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Wayfire Games
Wayfire Games@WayfireGames·
[INFO] 2026-06-07 12:48:47 [GAME-DEV-LOG] [SYSTEM] LOGO: COMPLETE ✓ [CORE] Premise loaded successfully: Survival action roguelike with creature-catching/summoning mechanics. Primary environment: Lunar interior (subterranean Moon base / cavern network). [METADATA] #gamedev #indiedev [STATUS] Project bootstrap phase: VISUAL_IDENTITY [NEXT] Proceeding to core loop implementation...
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Wayfire Games
Wayfire Games@WayfireGames·
@EracuStudios Consistency over time of presence is key, but also we have to be careful not to let SM dictate how we gamedev. Reuse certain post videos/screenshots (not too much) and write something from a different angle. That helps lessen the load.
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Eracu
Eracu@EracuStudios·
Hey devs! Do social media actually help you get visibility for your game? I’ve probably spent 50+ hours posting, engaging, trying to grow… and maybe got 10–20 players at most. Is it really worth it? #indiedev #gamedev
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Wayfire Games
Wayfire Games@WayfireGames·
It feels good to see XBOX making the right moves again. I think I may just get a console at some point this year.
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Markie
Markie@markiemusicpro·
We put a devlog on the @SPRAWLfps steam page showing off our weapons. Would you want us to do one for the level design? (yes these are levels from an FPS game lol)
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Wayfire Games
Wayfire Games@WayfireGames·
What am I solving for exactly? - Too much space, too much open line of sight - Using roots to create some more vertical looping - Adding a large exposed tree you can walk under as another POI
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Wayfire Games
Wayfire Games@WayfireGames·
You know what AI can't do? Real concept art. Like figuring out how to solve problems in level design and how to bridge a solution to art. Round 2 of refining my greybox--it got too big. Time to prune parts I don't need. #gamedev #indiedev
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Bertan Orgun
Bertan Orgun@orgunbertan·
Making a proper main menu is way harder than it looks. It seems like it is just a few buttons and a background but handling the UI scaling, options saving, and input management is literally a whole game in itself
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