“Why do games take so long to make?” Games:

Oct 12, 2025 · 7:58 PM UTC

Those wondering, this is likely the blueprint for a 3rd person player character. With the related camera function. There would be a number of connected blueprints as well. This is a hot mess though and may be shown as an example. Nodes should be placed in labeled sections that are clear to understand.
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Replying to @RobertAnim8er
Why is there this much code in one blueprint?
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I can’t read what it says
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The distribution and spreading of the correct PEACE SYMBOL and its common acceptance among the population can effect very much that is positive and good and lead to a general calming and balance in these difficult and dangerous times.

The Peace Symbol

figu.org
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Replying to @RobertAnim8er
Kojima designing feet animation for a female character for plot reasons.
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Replying to @RobertAnim8er
No, this is "Why UE games are unoptimized shit?" picture. You posted the wrong one
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Replying to @RobertAnim8er
using blueprint is a skill issue
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Replying to @RobertAnim8er
June, what does this mean?
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Replying to @RobertAnim8er
We don't use any blueprints, aside from a few Animation Blueprints. It's not just about speed, but code organization and readability too.
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Replying to @RobertAnim8er
I’m surprised they don’t take ten years to make and cost a thousand dollars each.
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Replying to @RobertAnim8er
this is just my latest n8n automation.
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Replying to @RobertAnim8er
That's why kids, we use Entity Systems. They're less messy for game dev. (the volume of code/work is the same, it's just more eye-pleasing haha)
Replying to @RobertAnim8er
Oh it's in japanese that's why
Replying to @RobertAnim8er
It’s very hard to spot a missing semicolon
Replying to @RobertAnim8er
Because you’re hard coding everything like monkeys?
Replying to @RobertAnim8er
At first, it seems easy because you focused on the gameplay as well as the cosmetics. The second you enter into the game development department, especially in the map creating, there is no God for you to help you out. That is not including making music, making SFX, drawing the game objects, and etc., if you want to be sure you're clear from legal cases. Even that doesn't guarantee because you have to verify if your creations are distinct from existing ones, and not to add, you might have to check if your game mechanic in flowchart is existing one, like what Nintendo did to Palworld, which to me as an undergraduate interested in game development sounds like bullsh*t and game mechanic patent shouldn't exist in the first place just for one party's profit.
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Replying to @RobertAnim8er
"We need to make code approachable to designers. What can we do?" "Make it spaghetti 🤌"
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Replying to @RobertAnim8er
this is why you gotta actually code, this looks like a nightmare
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Replying to @RobertAnim8er
Wow what an incredible display of complete dogshit code
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Replying to @RobertAnim8er
Just spent a weekend trying to build something in Unity. I understand better how much effort goes into building games now!
Replying to @bons_vincent
End of the weekend
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Replying to @RobertAnim8er
This is the future no-code tools were trying to sell people on
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Replying to @RobertAnim8er
No wonder why videogames are so terrible nowadays, modern "game devs" learn everything except actual programming
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Replying to @RobertAnim8er
Member when this shit was called kismet
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Replying to @RobertAnim8er
i cant even imagine what GTA 6 code looks like. whether its nodes like unreal or C#. must be insane
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Replying to @RobertAnim8er
Aren't you gamedevs all glad UE has this blueprint thing so you don't have to write complicated code
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Replying to @RobertAnim8er
This is also why games dont allow you to make meaningful decisions anymore. Giving a player ten decisions over the course of a game bloats the required number of endings to over 1,000. And thats only giving the player the choice between A or B.
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Replying to @RobertAnim8er
And there are morons out there thinking that AI technology is gonna make game making easier, like bro, what theyre seeing is just a flatout gif of the prompt, the image above is the foundation for making the game.
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Replying to @RobertAnim8er
The whole thing it kinda tragic. Epic really thought that blueprints would be used by designers to make gameplay logic while programmers make the nodes but it turned out that designers are too stupid for that and it ended up being used by bad programmers who’re scared of typing
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Replying to @RobertAnim8er
“Why do games take so long to make?” because they want to make some 90 gb stuff rather then focusing on making a game like 5gb or something or max 30 gb
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Replying to @RobertAnim8er
Usually because management is filled with people who can't manage projects let's be real
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Replying to @RobertAnim8er
looks bad (but maybe it's just a quick prototype), I see a lot of float values, it's better to write this in C++, it's just easier to read.. in the center left you can see a small node with a green parameter, this is most likely a tick, so all this logic is in a tick (very bad)
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Replying to @RobertAnim8er
This is why some game developers make their own engines so that way they know what it’s capable of Like R⭐️. When the devs use another company’s engine then you have to trouble shoot the nodes, then you have to call the company, then they call you to see if you reset the server.
Replying to @RobertAnim8er
Why do they run like shit: Let’s do everything in blueprint 🤣
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Replying to @RobertAnim8er
Try to make the most basic game in Visual Basic with a GUI. Make your own sprites and import them. No animation. And you'll know how difficult it is to make a game. Try to make Pong in Visual Basic, with no knowledge, from scratch.
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This is literally what my blueprints look like, they're awfully unoptimized💀
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