Clay Forde (@PrettyNerdee) header
Clay Forde (@PrettyNerdee) profile picture

Builder of Motive Engine for Unity https://nitter.cf/t.co/i0qOrNOU5O . Freelance Builder, systems designer and Implementations Specialist

Edinburgh, Scotland
Joined October 2023
Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)Photo by Clay Forde (@PrettyNerdee)
PrettyNerdee.com is live. A proper home for the games, tools, prototypes and strange systems I’ve been building. Unreal, AI-assisted development, emergent gameplay and a lot of “I wonder if this will work?” Now it has somewhere to live. prettynerdee.com #gamedev #indiedev #UnrealEngine
🤖 Made with AI
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Build the world once. Bring in new characters. Viper flanks. Wisp seeks cover. Rook stays put. Motive Engine @unity 1.2 live: assetstore.unity.com/package… @godotengine 0.2 pending: store.godotengine.org/asset/… #GameDev #GameAI #GodotEngine
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The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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Most games fail. I made ~$2 million in my solo indie gave dev career which puts me in the top 0.1% of solo indie game devs. You know how many of my games I consider a financial success? One. 80% of that revenue was one game. Paid for the rest. If you're in software for the money, game dev is not the way to go. Divide my revenue up over the hours I worked, subtract expenses, and I made about what the average junior software engineer makes working for a big company. A third of what I make now. Make games because you love to make games. Make them with a.i. if you love a.i. Make them without a.i. if you enjoy that. But know that you've picked a market where your odds of financial success are about as low as they possibly can be for a software engineer whether you use a.i. or not. So many anti-ai haters are throwing stones in a glass house. The amount of "indie game dev" labels I see on people's profiles who have never shipped a game in their life is absurd. Ship a game first, then talk shit. But know that you're talking shit, not speaking the truth. I don't know what motivates people who have never shipped a game in their life to tell other people that their game will fail, but if you're on the other end of this, just know that they have no idea what they are talking about. Nobody does. Gamedev is even less understood than filmmaking and 80% of the 600 films that hit theatres every year are financial flops. 99% of advice in gamedev is complete bullshit. Millions of games get made, some of them succeed, then the successful devs give talks at GDC like they knew what they were doing. Then a bunch of people copy that formula and fail. There is no formula. Do your own thing. Explore. Discover something nobody else has discovered. Create a new mechanic. Go crazy. And enjoy the process.
“your AI game will probably fail.” probably. so will plenty of handmade games. at least mine gets to exist before it fails
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Clay Forde retweeted
hating AI won't make it go away. it'll just make you the last person in the room who knows how it works
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Motive Engine is out for Godot. FREE. Competing NPC motives. Explainable decisions. Native GDScript. Find out exactly why your NPC did something stupid. Play the demo + download: prettynerdee.itch.io/motive-… #GodotEngine #GameDev
🤖 Made with AI
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Back into pre-production on Dragonflies. AI let us get into development incredibly early, which meant we could build, test and learn fast. It also taught us why pre-production exists. So we’ve stepped back. The Dragonflies development bible is done, our MetaHuman workflow now lives inside PN Studio, and we’re using what we learned from development to give the project a much stronger foundation before we push the slice forward again. Going backwards for a bit. On purpose. #Dragonflies #PrettyNerdee #GameDev #IndieGameDev #UnrealEngine
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Second post sunday it seems. Motive Engine is now FREE. My first published developer tool — an explainable Utility AI decision system for Unity — is now free on the Asset Store. I built Motive because I wanted NPC decisions I could actually understand, tune and build systems around. Now anyone can build with it. If you make something weird with it, please show me assetstore.unity.com/package… @unity #Unity3D #GameDev #IndieDev #GameAI #UtilityAI
🤖 Made with AI
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Dragonflies: Case Bait is playable. We’ve crossed the line from “I’m building a game” to “there is now a game you can actually play.” Next up: proper @Xbox and @PlayStation controller mapping. Still plenty to build. Plenty to break. But it runs, it plays, it exists. DRAGONFLIES // CASE BAIT #gamedev #indiedev #UnrealEngine #Dragonflies #PrettyNerdee
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SLIGHTLY LONG READ: If I was making a Wolverine game, I honestly think I’d make it much simpler. Logan escapes Weapon X and disappears into a huge, open MGS3-style wilderness. That’s the game. You’re being hunted by Trask, Weapon X soldiers, early Sentinel prototypes and whatever mutants Marvel wants to sprinkle through the story. Abandoned facilities, military installations, little towns, caves, forests. Let Logan track people through scent and sound (slight indicators or Arkham style vision type maybe ? not blue trails and roots) rather than following objective markers everywhere. And Sabretooth is the perpetual problem. Not a companion. Not someone you fight once in a giant boss arena. He’s somewhere out there hunting you. You might smell Victor before you see him. Find soldiers torn apart and realise he passed through. Hear something moving in the trees. Occasionally he just fucking appears and completely derails whatever you were doing. Because his powers make that perfect. Logan can track him. Victor can track Logan. You throw Sabretooth off a cliff, burn him, bury him under a building — whatever. Hours later: “Runt.” And he’s back. Keep the Marvel cameos restrained. Let Wolverine actually be Wolverine for most of the game. Then introduce Jean Grey near the end and suddenly reveal that Logan’s personal Weapon X nightmare is only one tiny part of a much larger mutant world. You don’t need a complicated Wolverine premise. You need a fantastic Wolverine situation. Escape Weapon X. Survive the wilderness. Trask wants you captured. Sabretooth wants you dead. And somewhere in the forest, Victor can smell you too. I’d play the absolute shit out of that. 😂 #Wolverine #Marvel #XMen #GameDev #GameDesign #MarvelGames
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Dragonflies — Eris. A look at how the character has evolved from the earliest concepts to the version now going into the game. Still iterating. But she finally feels like Eris. #Dragonflies #IndieGameDev #GameDev #UnrealEngine
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Dragonflies — BAIT. Street → alley → crime scene → rooftop. Heavy rain, wet neon streets and the first proper runthrough of the environment in Unreal. Still early, but it’s finally starting to feel like the slice rather than just a collection of assets. #gamedev #UnrealEngine #indiedev
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Dragonflies just found its visual identity. I’m banking the MetaHuman experience and pivoting the game into stylised anime cyberpunk — inspired by Ghost in the Shell and Scarlet Nexus. This is KIZUNA: 56 modular 3D assets assembled into one playable district. Next up: rain to bring those wet neon streets properly to life. (Audio added with ai in video edit) #IndieDev #GameDev #UnrealEngine #Cyberpunk #AnimeGames #BuildInPublic
🤖 Made with AI
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Well. That took longer than expected 🤣 But Valerie is starting to feel like an actual character now rather than a concept sitting in a folder. Still plenty to do — hair, materials, jewellery, occult details, animation polish — but this is meaningful progress and I’m genuinely happy with how she’s taking shape. PrettyNerdee is literally just me (for now), so sometimes “daily build in public” turns into “I disappeared for a couple of days because I was actually building the thing.” Concept → MetaHuman → in-engine. Worth it. #GameDev #IndieDev #UnrealEngine #UE5 #MetaHuman #BuildInPublic #IndieGameDev #GameDevelopment
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Meet Valerie Zak. One of the two leads of Dragonflies, PrettyNerdee’s near-future occult investigation RPG. Today: concept → final production design. Tomorrow: Can I turn that final T-pose into a usable 3D character without losing what made the design work? Let’s find out. #IndieDev #GameDev
🤖 Made with AI
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WIND//BREAK is live 🦂🌪️ You're a scorpion. There's a hurricane. Survive 3 minutes. Read the wind, hide behind rocks, grip the ground and try not to get launched across the desert. Because apparently “Rock” sent my brain to Scorpions. 🤷🏼 Play: prettynerdee.itch.io/windswe… Trailer: youtube.com/watch?v=caOo7_5j… #indiedev #gamedev #pixelart #indiegame
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EASTBOUND is out now. A wartime railway logistics game about bureaucracy, complicity and the moment an ordinary job stops letting you pretend you don’t understand what it supports. Play it on itch: prettynerdee.itch.io/eastbou… Be sure to leave feedback! Good or bad, all is welcome!
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