Wayfire Games
1.1K posts

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 Sumali Mart 2014
961 Sinusundan943 Mga Tagasunod

@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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@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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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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@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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@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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@WayfireGames @Swurv__ the playstation formula has not changed since ps3. what innovation?
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@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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Dude! I felt this #Earthquake in Hollywood, #Florida! I was sitting on my couch and felt the whole couch move, looked at my coffee table and it was swaying, then checked my water and it was moving! That was like a solid 60+ mins of shaking. WOW!
USGS Earthquakes@USGS_Quakes
Notable quake, preliminary info: M 6.4 - 118 km WNW of Mantua, Cuba ow.ly/Rwh7106ztxC
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@WayfireGames @Slonk01 It’s the “lens” they are using for the “cutscene camera”
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@kalaelizabeth Never have I ever heard anyone bring up how cool it was that x celebrity is in x game.
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@BeanJuiceStudio But what is quality? That’s the bigger question
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@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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@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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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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[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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@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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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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