Jb
jamacanbacn.bsky.social
Jb
@jamacanbacn.bsky.social
QA tester indie dev and level design
https://jbacn.com
If you are using UE definitely give scytheeditor.com a try. Its basically implementing source 2 mechanics into the unreal editor
Scythe Editor - A Modern Level Editor Plugin for Unreal Engine 5
scytheeditor.com
October 14, 2025 at 3:29 AM
@bsky.app heres a bug to fix
October 14, 2025 at 2:54 AM
You are driven to fix it all because you broke it in production lmao
July 21, 2025 at 5:48 AM
Kingdom hearts 1 is a better platformer than a sonic game
July 19, 2025 at 2:23 AM
At least it’s not black ops 3 all dlc ☠️
July 19, 2025 at 2:20 AM
Extremely ready to speedrun
March 18, 2025 at 5:19 AM
February 28, 2025 at 8:09 AM
I have been flipping back and fourth between integrating levels into my fps speeding game which utilizes trenchbroom + working on my CS2 competitive map cause source 2 is the best map editor I’ve ever used
February 28, 2025 at 8:08 AM
I completely feel the same but I think it’s worthy of just picking something else for the game mechanics because designing a level is also about designing for the mechanics provided. Like make a counterstrike map or a half life map so the constraints and potential mechanics are already determined
February 28, 2025 at 2:50 AM
I just fell to my knees in a Walmart then speedran patreon checkout LFG
January 17, 2025 at 8:39 AM
There are a many games that have to be engineered around the levels like Metroid games. It’s not something you can just make all systems in isolation from the levels it is part of the engineering work. Who cares if your shooting is the best ever but has no where solid to use it in
December 30, 2024 at 6:46 PM
That’s not to say it’s useless but I feel like modern tools mean you can make your prototype visually closer at a much earlier stage. I just mean spending a ton of time putting in prototype textures when you could just start putting in textures earlier on to really feel it out
December 21, 2024 at 4:39 PM
Yeah I think it’s important to commit to things that truly matter. Which is subjective but I remember wasting a lot of time working on controller support when getting a plugin for it accomplished the goal. I try not to dedicate too much time to things that are not my games fundamental pillars now
December 8, 2024 at 7:02 PM
Time is always an important vector for prioritization IMO. If something being worked on costs a lot of time its always worth evaluating how much time it should cost. In that vein Focus can help reduce costs
Many people consider if they have the money to finish a project but do they have enough time?
December 7, 2024 at 5:41 PM