??? stay tuned... πŸ› οΈ Former Creative Tools Designer for @FNCreate @EpicGames

Eugene, OR
Joined April 2010
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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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Replying to @ThiagoUnreal
Yeah the one shot folks make me giggle 🀭🀭🀭
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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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I'll do you one better @ImmatureGamer πŸ˜‰πŸ˜‰πŸ˜‰ I've got the entire livestream of my first map on the first day of Creative 1.0 😎😎😎 youtube.com/live/STADhyzZiTw…
I want to see where everyone started. πŸ˜‚ What was the FIRST Fortnite map you ever built? Creative 1.0 or UEFN, doesn't matter. Bonus points if you still have a screenshot! πŸ“ΈπŸ‘‡
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RayBenefield retweeted
Aetheria keeps growing with every update! ✨ Map Code: 1314-6986-8879 #UEFN #Fortnite
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Replying to @spaceartnoob
❀️‍πŸ”₯❀️‍πŸ”₯❀️‍πŸ”₯ that sounds dope as hell
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I actually haven't had this experience really. Just been teaching it from the ground up how to code like I do and it's been phenomenal. 😊😊😊 Worst case is UEFN's launching/loading systems not accurately representing itself 😭😭😭
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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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Devs in UGC ecosystems have no idea how good they have it... the indie life can be REALLY tough. 😭😭😭
Brutal reality of making 500K on Steam as a game dev
Readers added context they thought people might want to know
Developer's breakdown: $134k refunds (22%, above typical 10-15%), Steam's standard 30% cut (~$127k), ~$115k Asia publisher, taxes, 50% co-founder split to $73k personal. ~4.5h playtime; reviews cite length and bugs. reddit.com/r/IndieDev/com… store.steampowered.com/app/1669170/ howlongtobeat.com/game/112029
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A lot of entrepreneurial success is based on the shotgun approach with multiple shots and only needing to connect one for success. So spending your time on things that allow you to do the thing more often and faster in different ways to learn from is best folks πŸ’–πŸ’–πŸ’–
You should have moved onto the next one. Marketing a failed game for a year is crazy work. Most games fail. Buy as many lottery tickets as you can. The decision space is too complex to nail down a formula. It's mostly luck. See my post here: xitter.cf/SyntheticBeef/status/2…
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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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Replying to @muselk
100% the real strength in this is faster iteration. People who have the experience to know what's important will also be able to get more done. While people will be able to start with no skills, is the people with skills that will be the most enabled by AI cuz they suddenly have time to do the things they would have done it they had the time before. And I love that portion of it 😊😊😊
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RayBenefield retweeted
Spreads like a virus, this concept
zip-ties prototype
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This looks absolutely phenomenal. Well done @GuessWhatGG ❀️‍πŸ”₯❀️‍πŸ”₯❀️‍πŸ”₯
Building a City Tycoon Rougelike in UEFN where you hit 5β˜…β€¦ then start over, harder. WIP. #UEFN #FortniteCreative #Skylinedevlog @FNCreate
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RayBenefield retweeted
Building a City Tycoon Rougelike in UEFN where you hit 5β˜…β€¦ then start over, harder. WIP. #UEFN #FortniteCreative #Skylinedevlog @FNCreate
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This is REALLY freaking cool and gets my designer brain absolutely drooling 🀀🀀🀀
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Replying to @GhostUEP
This is phenomenal dude ❀️‍πŸ”₯❀️‍πŸ”₯❀️‍πŸ”₯
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RayBenefield retweeted
I'm testing something πŸ‘€ #UEFN #Fortnite
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Replying to @TimSweeneyEpic
It's a shame too, cuz I'm one of those loved by some. Thief was a remarkable game that shaped me as a designer. It's a shame it wasn't economically viable. 😭😭😭
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