Show HN: Curated gamedev specific search engine

(gamedevtorch.com)

74 points | by Voycawojka 1 day ago

3 comments

  • ksymph 1 day ago
    Very cool! I love a good manually curated index and this seems like a perfect use case -- a topic wide enough for a search engine to be useful, but niche enough to be manageable.
  • sandspar 23 hours ago
    Looking through Google's ad platform recently, I was struck by how searches like "how to become a game developer" have tens of thousands of searches per month and $50 CPC, whereas technical searches like "level design in Unity" have ~ a couple hundred searches per month. The basic shape of the market is hordes of people clamoring to "become" a game dev, shady schools selling introductory courses for tens of thousands of dollars, and very few people doing actual work.
    • dceddia 22 hours ago
      I’ve noticed this is true of a lot of markets. I think of it like a triangle: a huge base of newbies, a smaller layer of intermediate folks, and a tiny tip of experts. If you’re trying to do an education-based business it’s a lot easier to try to sell to beginners.
    • Voycawojka 15 hours ago
      It's easy to romanticize gamedev. A lot of kids are probably curious about it too.

      I imagine people at that level won't encounter a website like mine because it's too niche. But if you search "how to become a web developer" on it there are some interesting articles there: https://gamedevtorch.com/search?q=How+to+become+a+game+devel...

    • ehnto 16 hours ago
      The reality of game development is that everyone wants to love it, but it is actually very hard to love. I bet a good percentage of people fall out of the funnel early.
      • bob1029 13 hours ago
        The fact that there is an entire phenomenon known as "the unity look" points very strongly at some kind of exponential decay function in skill acquisition over time.

        I'm having to fight for my life to avoid relying on the real-time lights in a relatively simple Unity project. I've written custom code to move chunks of scenes to origin to fix the light mapper range and sampling issues. This is the kind of thing where 99.99% of indie devs would throw their hands up and switch everything to real-time mode (resulting in "the look"). And, they might be right to do so. It could be the correct decision, but I worry a lot these days with how tight the market is. Steam sees a ton of new games every day. Having distinct visuals can make a really big difference. Selling <100 copies of something you spent >1000 hours on is probably the most catastrophic outcome for morale. Play testing and good mechanics can sadly only make you so much money if everything else is lacking. In 2015 you could get away with it. Not in 2025. The cheap ugly games happen inside places like Roblox now. You'll never compete with that.

  • lerp-io 1 day ago
    nice, anyone who is doing game dev for web with typescript and webgl hmu