Joe Bauer 🔜 UEFest 2026

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Joe Bauer 🔜 UEFest 2026 banner
Joe Bauer 🔜 UEFest 2026

Joe Bauer 🔜 UEFest 2026

@JoeBauerDev

🌲Founder CyberPunch Studios 🌲Developed @TheFabledWoods 🌲Open to contract work - https://t.co/WhYducEMMH 🌲The Fabled Woods: https://t.co/XBYsEscGQi

Присоединился Eylül 2011
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Joe Bauer 🔜 UEFest 2026
Joe Bauer 🔜 UEFest 2026@JoeBauerDev·
If you'll be at Unreal Fest, hit me up and lets chat! Excited to see everyone and hang out in Chicago.
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Joe Bauer 🔜 UEFest 2026
@jnvcia Unreal Engine 5 itself isn't some un-optimized engine that inherently means you'll have bad performance etc. But it does lack in real learning resources around this area. They've been getting better (The Great Hitch Hunt for example) but more could be done on an engine level.
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Joe Bauer 🔜 UEFest 2026
@jnvcia I think Epic could do a lot of good for the engine by having some maintenance version updates. I think they've been so forward focused on getting features in that they've missed a lot of great opportunities to optimize and maintain current features.
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Ian JCV
Ian JCV@jnvcia·
Saw this video pop up in my feed. Not going to make any value judgements on Philip himself, since I know he means well. However, game engines aren't just a black box you plug GFX into and a game comes out. UE's issue is that it's being used for games that don't require it. cont.
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Joe Bauer 🔜 UEFest 2026
@jadel4w Reminds me of the quote: "If you're the smartest person in the room, you may be in the wrong room"
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Jade Law
Jade Law@jadel4w·
Don’t take advice from people who don’t have what you want
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Unreal Engine
Unreal Engine@UnrealEngine·
Summer scenes this #ScreenshotSaturday ☀️ Brighten up our feed with your projects by sharing them below! 📷: Nikita Kabral
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Joe Bauer 🔜 UEFest 2026
@NVIDIAGeForce @UnrealEngine And not to worry! I am trying to ensure the best graphical stability across Rasterized, Lumen and Ray Traced shadows so that anybody can enjoy the beauty of the forest! Screenshots below, do you know which is which? =)
Joe Bauer 🔜 UEFest 2026 tweet mediaJoe Bauer 🔜 UEFest 2026 tweet mediaJoe Bauer 🔜 UEFest 2026 tweet media
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Joe Bauer 🔜 UEFest 2026
@GameDevMicah This is awesome! Have so many game/story ideas I've wanted to explore worlds falling apart or changing shapes/manipulated at runtime.
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Mystik'art | Mesoké on Steam
So my game flopped after 3 years of work...😢 Since its release on May 26th, I've sold 77 copies... Streamers and curious gamers loved it. I have 2800 wishlists, 800 of which are from the release date.... What do you think? Be honest.🙏 store.steampowered.com/app/3239940/Me…
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Brian Sharon
Brian Sharon@ThatBShar·
Unreal Fest Chicago next week - who's going? Would love to say hi.
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Joe Bauer 🔜 UEFest 2026 ретвитнул
Unreal Engine
Unreal Engine@UnrealEngine·
If you were giving a talk at Unreal Fest Chicago about your current development project, what would your talk be about?🗣️
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Joe Bauer 🔜 UEFest 2026
@Chavenham Build it, yes. Post launch? Super tough, would probably need to at least double or triple for content creation speeds. Especially in todays world where even WoW has 8 week content drops.
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CHAVO
CHAVO@Chavenham·
You think it's technically possible for an indie studio to release a really successful MMORPG? World of Warcraft was built by a core of 40 devs in the 00s, could be done by 20 devs today?
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Joe Bauer 🔜 UEFest 2026
@jogamedev My first game took ~3 years to make, my second game will take ~6 years to make... To be fair, it took 3 years to land on the right idea =D
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Jo
Jo@jogamedev·
My first game took me 5 years to make. My second game took me 10 months to make (and it's more fun than my first). I predict my third will take 3 months. It's painfully easy to waste time working on things that feel productive but don't matter, and the longer I do this the more clear it becomes where the points of highest leverage are: 1. For a game to be successful it needs to have "the magic". It needs to do something that grabs people, it has to offer something special or have fantastic execution - this is very hard for a dev to judge on their own. You know if your game has "the magic" when you see how people respond to it (both by playing it and seeing it for the first time) - especially non-friends and family. 2. For a game to be successful you must get it in front of people's eyeballs. This sounds obvious but there's a part of it that's unintuitive: if you look out at the world's biggest brands and see how much they spend on advertising you'll realize that it doesn't matter how much people love McDonalds, they still have to be constantly reminded that it exists. Do not count on your game just being "good and spreading by word of mouth". Word of mouth has a short half-life. So my new strategy for my 3rd and future games will be: > Make something cool and get it into the world as soon as possible. If it resonates, I double down, if not, I move on. I kinda tried to do this with "Some of You May Die" and I did have a playable multiplayer prototype in like a week which was fun but it took me months to externally validate with folks beyond friends and family. And I keep seeing low fidelity games crush it which tells me I'm holding back for too long - trying to polish too much and tie up all the loose ends. I just have to find out if it has the magic as soon as possible.
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Joe Bauer 🔜 UEFest 2026 ретвитнул
ANTENNA GAMES 🙂
ANTENNA GAMES 🙂@AntennaGames·
Here we go. Time to see how people like 🥹
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Joe Bauer 🔜 UEFest 2026
One week until Unreal Fest! Who's all going? Hit me up and lets meet-up and chat!
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Rachel V
Rachel V@RachelVT42·
Unpopular opinion: if you spend so much time gaming every week that it takes as much time as your day job, at least you should figure out how to monetize your addiction. But the truth is, most gamers are just mid and not even good enough to get this right.
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