No more back-and-forth between editor and play mode.
With Opus 4.8 I built a live tuning panel that exposes every gameplay parameter during play. Walk speed, jump velocity, gravity, air control, camera, feel, visuals. I adjust any value in real time and hit Save.
It writes straight into my Blueprint data assets. The change sticks.
Tuning game feel used to mean stop → tweak → recompile → play → repeat. Now it's just one slider away, mid-game.
Solo dev, UE5.8 👇
#IndieGame #GameDev #UnrealEngine5 #UE5 #GameDevTips
People wanted Final Fantasy Versus XIII… and we kind of got it, but not really. Square Enix should let Nomura release the real Versus XIII we’ve been waiting for all these years. Nomura is a true gamer, he focuses on the feeling and soul of a game. It’s totally normal not to release something if that feeling isn’t right!
@peplmGameDev We are lot to search for stylized effect on FAB for unreal engine and unfortunately it’s really empty… but when you search on unity marketplace it’s full…
If you've played Epic Seven, you know those cut-in animations that fire mid-battle. I played it for years and always loved that punch.
So I built my own version: Unreal Engine 5.8 + Claude Code + Seedance 2.0, a QTE system where the in-game scene gets swapped for a Seedance 2.0 video.
Same engine, cinematic moments that hit different.
Solo dev experiment 👇
#IndieGame #GameDev #UnrealEngine5 #UE5 #AI #GameDevTips #EpicSeven
Quick test with Seedance 2.0 by ByteDance! 🎥
Only had one evening to work on it ⏱️ — with more time and credits it could be way better.
Honestly, it cost me around 50,000 credits… and there were quite a few fails + unusable scenes.
The model is still fun to use and has real potential, but with rising prices and fewer tokens per month, it’s getting hard for small projects to create quality work without a serious budget behind it.
Here’s my first test:
What do you think?
#AIVideo #GenerativeAI #AI
Here's a slightly longer test of the system in action 🎥.
The real power of AI is how fast you can iterate on the gameplay feel. What used to take weeks or months to create a playable prototype is now done in just 2–3 hours.
Game development is changing — we can focus on building and refining the content first, then bring in real artists to polish the UI where it actually matters.
And the performance? Surprisingly solid. No FPS drops so far. Is this the power of C++ under the hood? 🤯
Yesterday I quickly tested a basic combo prototype. Today I built a proper plugin for a full combo system that lets me dynamically select and customize possible combinations 🔥
It’s insane how fast we can build this kind of tool nowadays. Here are some early results from the system:
First prototype of a combat combo system! ⚔️
It's already really fun to chain attacks... but yep, a few bugs to fix 😅
Time to debug and make it even better! Let's see how far I can push it today 💪
#gamedev#indiedev#combat
3000 credits for one 4K generation of a 15-second video, when your monthly subscription only gives you 8000 credits… I think people will realize that it’s not made for regular users, but only useful for studios with deep pockets. 😂
So I guess a 30-second video would cost 6000 credits… Yes, we can make one attempt per month… super useful 🤡