??? stay tuned... 🛠️ Former Creative Tools Designer for @FNCreate @EpicGames

Eugene, OR
Joined April 2010
RayBenefield retweeted
Here's a breakdown of the time and investment in Break and Steal Eggs, along with the additional investment we had planned before the game was removed from Discover tabs. - Sponsored row: $5,400 - Asset costs: $1,100 - Total spent: $6,500 - Time invested: 20 days of work (13 updates) Additional investment planned: $4,000 Throughout this period, we've done live events and boss fights, built an active community, and achieved strong metrics. We were committed to improving this game but discover completely kicked us out with no support. We also planned a streamer campaign to attract more players to our game and Fortnite. However, after the game was removed from Discover tabs, we decided to stop further investment and time. We are sharing our experience to show how challenging it has become to gain and maintain exposure in discover, even with consistent updates, investment, strong metrics, and an engaged community. We've concluded that it's more so of a luck based system rather than meeting expected metrics or we're not getting enough data. #UEFN
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RayBenefield retweeted
Apparently #AI doesn't understand the loading mechanism on a Colt Revolver... That said, solid first pass. I really dislike when people say "I ONE SHOTED X" because its either bullshit or not production ready results. Like this one. Not there, but solid first pass.
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RayBenefield retweeted
Aetheria keeps growing with every update! ✨ Map Code: 1314-6986-8879 #UEFN #Fortnite
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Played around with Unreal Engine this weekend. I always thought Unreal was for the AAA gamedevs but turns out UE is pretty vibe-code friendly once I got the set up done. This prototype is done entirely from Claude Code with CLI, so I didnt have to open up the UE editor at all. I also found a lot of nice assets from the Fab store (like the ones used in this prototype) and the quality is actually pretty good!
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RayBenefield retweeted
This morning I saw a post by @DanFessler. It was so damn awesome that I had to start working on this literally while still lying in bed. Finally it is working. It actually makes a difference and keeps things clean in UE5.
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RayBenefield retweeted
Replying to @AugustRaven
Developers have always had the option of creating their own engine. Now it’s going to get a lot easier, especially for games with simpler needs. There are also permissively licensed alternatives like Godot. Everyone should do whatever is best for their particular game.
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RayBenefield retweeted
Spreads like a virus, this concept
zip-ties prototype
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RayBenefield retweeted
Building a City Tycoon Rougelike in UEFN where you hit 5★… then start over, harder. WIP. #UEFN #FortniteCreative #Skylinedevlog @FNCreate
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RayBenefield retweeted
I'm testing something 👀 #UEFN #Fortnite
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RayBenefield retweeted
My prediction for software engineering over the next 3 to 5 years. AI won't replace software engineers. It'll drive even greater demand for them. A team of 5 experienced engineers using AI will outperform a team of 20 pre-AI. Which will dramatically reduce the cost of building software. I think we'll see Jevons paradox in action. As something becomes cheaper and more efficient to produce, demand for it can increase dramatically. Thousands of software projects that previously weren't economically viable will become worth doing. The winners will be companies, big and small, that behave like Google, Amazon and 3M, with a culture of experimentation, a willingness to try lots of ideas and the discipline to kill their darlings. TL/DR: Smaller engineering teams, more innovation, more software products, and potentially more software engineers than ever. What do you think?
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RayBenefield retweeted
The worst read in the gaming industry RN is the hate on @TimSweeneyEpic . He fought platforms like Apple charging 30% fees which cost gamers and devs. This includes steam who BANS Developers if they offer their games cheaper on other stores who take less cut. He buys forests just to turn them into nature reserves. Epic store is not NEARLY as good as steam yet. But they take WAY less money from developers and literally hand out free AAA games each months. Does it need time to expand features? Yes. Are any of those factors something that is motivated by 'evil' no. And MOST of all. He's 100% correct that its not 2016. Like it or not AI is existing. And the reason you only see the 'anti AI' comments are because the 95% of developers who ARE using it RIGHT NOW are just scared of the backlash. This doesnt mean they're just vibe code 1-shotting games. They're utelising it to create workflows that streamline otherwise time consuming (and ultimately not 'player experience' defining factors). Stupid 1-shot assets/entire code bases are not what AI is actually being used for. But there are thousands of talented developers using it in a very thoughtful, structured way which gives them full creative control. We all are 'scared' by AI - and what it means for jobs, creativity, and creation as a whole. But it DOES NOT change the fact that Tim sweeney isnt wrong. He's just the person with the balls to actually say what is true.
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RayBenefield retweeted
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RayBenefield retweeted
Slice an Egg is LIVE on Roblox! Slice eggs, chain huge combos, hatch 140+ animals. 🗡️ 100+ blades 🌄 30+ backgrounds 🎃 Halloween events live now 👑 OG title for early players (first 2 weeks only) Play here: roblox.com/games/12636308942…
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RayBenefield retweeted
AI in video games are a confusing topic to me. @TimSweeneyEpic recently got a lot of flak for pushing AI in game development. There are opinion pieces left and right condemning AI use in game development. Here I am, having worked for ~6 months on a game I released on Steam last week. And my sin, apparently, was using AI and disclosing it. The comment section was pretty clear on that. It's confusing to me. AI is a tool. IDE is a tool. A programming language is a tool. A graphics API is a tool. We're just using tools. I've been writing software for about 3 decades now, I'd like to think that I know what I'm doing and am pretty good at it. I see AI as an incredible productivity booster. It does some things that I pride myself on being good at, such as teasing out a math formula or optimizing an algorithm better than me most of the time (with a lot of handholding, granted), but for the most part it makes things I find tedious - fast. As I software engineer, and a game maker, I take relatively little pride in knowing a programming language, or remembering 100 shortcuts in an IDE, or knowing a programming language spec by heart. I remember the first time I needed to make an animated 3d model, almost 15 years ago now, and it took me about a week of full-time effort to get anywhere. I didn't feel particularly proud, I felt frustrated, I had a clear idea, but the tool and its complexity were getting in the way. Well, the tools are better now. Blender is better, animation tools are better, and there are AI models that keep improving at an incredible pace. Ultimately, when I write a piece of software, or work on a game - I rarely think about the tools, they are a means to an end, not the point in itself.
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RayBenefield retweeted
I think a lot of people were immediately upset that this MegaJam originally required the use of AI, which I believe was intentional from the start. However, they quickly pivoted to give everyone a chance to participate, which I think was a fair middle ground. I've seen people claiming they're being forced to use AI, but the reality is that nobody is forcing anyone to participate in the MegaJam. Personally, I believe the reason this MegaJam was originally centered around AI was to encourage more developers to experiment with their new tools and MCP integrations. If you haven't realized by now that we, the developers, are essentially the beta testers and QA teams for these products, you might need to open your eyes. I completely understand why some developers are against AI, and I respect their right to that opinion. But I don't believe this was some attempt to force AI adoption or push an agenda. I think it was a way to encourage a large number of developers across the industry to give these new tools a chance. And what better way to stress test new technology than to have thousands of developers using it simultaneously, discovering bugs, identifying limitations, and providing feedback? To me, this seems less about forcing AI on developers and more about encouraging adoption while gathering valuable real world testing and feedback.
Hot take: ship awesome games
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RayBenefield retweeted
Our FAQ originally said you had to use AI for the MegaJam. That’s our mistake. You can use as little or as much AI as you want. We’re updating the FAQ and rules to make that clear. itch.io/jam/2026-epic-ai-meg…
Vibe your way to 50K. The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
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Well said. The playtesting between prompts is what’s taken the longest for my process; especially in UEFN. But I’ve found vibe coding after a foundation was set has allowed me to focus more on juicing as I go by testing and considering when I should do refactor passes etc.
The main problem with vibe-coded games isn't bad code or even AI art. It's that you can generate years of implementation in days, but not years of playtesting, iteration, and design judgment. A game can be finished in a weekend. That doesn't mean it's been designed.
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RayBenefield retweeted
Epic is hiring and cooking 👀
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RayBenefield retweeted
"I don't review code anymore" Honestly, I'll never understand this. I just had to prompt Opus 5.5 more than it was necessary to simply convert a dialog to a popover. It left a lot of dead code and added unnecessary complications. I had to read the code multiple times and point out the issues. Don't tell me it's my skill issue for such a banal change.
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RayBenefield retweeted
AI is going to create millions of new game creators. So @BrendanStock @gubmanic @mbleyleben and I have been cooking up something to help them succeed
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