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General: Balancing Asset Creation and Core Mechanics in Early Prototype Stages
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Resposta  Missatge 1 de 2 del tema 
De: Jan Vogel  (Missatge original) Enviat: 19/02/2026 10:02

I’m currently in the pre-production phase of my first indie RPG using Unreal Engine 5. I find myself spending way too much time tweaking Nanite meshes and lighting settings instead of finalizing the combat system and quest logic. For those of you who have shipped titles, do you recommend sticking strictly to "gray-boxing" with primitive shapes until the game is fun, or does having visual polish early on help with motivation?

 



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Resposta  Missatge 2 de 2 del tema 
De: Petra Jung Enviat: 19/02/2026 10:03

This is a classic "dev trap" that many of us fall into. While it’s tempting to make things look beautiful immediately, high-fidelity assets can actually make it harder to pivot if a mechanic isn't working. As someone who spends hours debugging C++ scripts and optimizing draw calls, I’ve learned that mental fatigue is the biggest project killer. When I hit a wall with a particularly stubborn bug, I often take a quick break and head over to https://ninewin-unitedkingdom.uk/ to shift my focus for a while. It’s a great way to decompress so I can return to the editor with a clear head. My advice? Stick to the "gameplay first" mantra. If the loop isn't engaging with simple blocks, no amount of 4K textures will save it. Get the mechanics solid, then reward yourself with the art pass!



 
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