It's incredible how it's more important to have a name and a good relationship with Epic Games than to make a quality game.
If you're creating games on UEFN, spend 70% of your time earning credits with Epic Games, and 30% producing.
That way, when you launch a map, you'll get 20,000 players in the first few days of launch.
The map is definitely incredible. Sypherpk has a big name in the community, but it's clear that this isn't natural.
I’ve spent the last few weeks building a Grow-a-Garden–style game, and I’m absolutely happy with how it’s turning out!
- An inventory system with hotbars for quick access
- A button pool that lets players do everything with just 3 or 4 buttons
- Plants that progress through multiple growth stages
- Plants that even keep growing while you’re offline! (not so accurate yet)
2 months ago I left a large Fortnite studio, with many employees and stability to create my own games
and in this period, we reached almost 10 million players in several different games
UGC is a tool that gives people more freedom to be creative and independent
Obviously nothing was easy and I wouldn't have achieved this without great partners (and a little luck lol)
2 months ago I left a large Fortnite studio, with many employees and stability to create my own games
and in this period, we reached almost 10 million players in several different games
UGC is a tool that gives people more freedom to be creative and independent
Obviously nothing was easy and I wouldn't have achieved this without great partners (and a little luck lol)