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62 posts tagged Indie Dev.
A balanced comparison of Godot 4.x and Unreal Engine in 2026 — strengths, weaknesses, and a decision matrix by project type.
Players expect games on their platform of choice. Learn how to plan cross-platform UE5 development from day one — covering platform abstraction, input handling, scalability profiles, and the business case for multiplatform shipping.
A realistic look at the economics of selling UE5 assets and plugins. What categories sell best, pricing strategies, support considerations, and how to build a portfolio that generates recurring revenue — based on real marketplace data.
// UNREAL MCP SERVER305 editor tools — actors, materials, Blueprints, Sequencer, landscapes, Niagara. Full undo.
Alternative approaches to Sequencer for creating polished Steam trailers using spline cameras, filmback presets, and real-time controls — practical shot-list templates and compositing tricks included.
Complete tool audit for budget-conscious indie developers — free tiers, affordable plugins, and where investing in tools pays for itself.
The complete workflow for getting assets from Blender into Unreal Engine 5 — covering export settings, material conversion, collision, LODs, and placing thousands of assets into your world with procedural tools.
A balanced, no-hype assessment of where AI actually helps game developers in 2026, what's still overpromised, and how to adopt AI tools without betting your project on technology that isn't ready.
A detailed breakdown of developer hours and real costs for building health, inventory, dialogue, quest, and save systems from scratch versus using pre-built Blueprint templates — with honest trade-offs for both approaches.
// COMPLETE ARSENALLifetime updates across every engine we support. Up to 21% off vs. buying separately.
A practical case study showing how a 2-3 person team can achieve photorealistic open-world environments using Nanite, procedural placement, free assets, and smart production planning — with real budget breakdowns and time estimates.
We break down the real math behind subscription vs one-time purchase tool pricing for indie studios — total cost of ownership over 1-3 years, what happens when you stop paying, and why we chose the model we did.
Why most quest systems bore players into ignoring them, and how to design objectives, tracking, branching, and world-state integration that make quests feel worth doing.
You built something special at a game jam. Now what? A practical guide to evaluating, scoping, and transitioning a prototype into a commercial game — without falling into the 'second system' trap.