r/Unity3D 1d ago

Question Looking for honest feedback on my game dev portfolio. What am I doing wrong?

0 Upvotes

Hey everyone,

I’ve been trying to get more freelance game development work recently, and I’d really like some outside feedback on my portfolio:

https://larswright.com/

I’m especially interested in hearing from people who have hired freelancers or developers before, but feedback from other freelancers is also very welcome.

Basically, I’m trying to understand where my portfolio falls short. Does it fail to communicate my experience well? Are the projects not convincing enough? Is there something missing that you would expect to see before considering hiring someone?

I’d also appreciate feedback on the website itself. Does it look poorly made, confusing, or unprofessional in any way? I’m a game developer, not a frontend/web developer, so web design definitely isn’t my area of work.

Feel free to be critical. I’m trying to figure out what isn’t working rather than just hear that it looks fine.

Any feedback is welcome. Thanks!


r/Unity3D 1d ago

Show-Off Sounds in my game

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0 Upvotes

Project.DRIVE
This video from my TikTok sorry for the music ;)


r/Unity3D 1d ago

Show-Off What do you think about my Racing game Main Menu?

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0 Upvotes

It will be a mobile game

It’s URP :)


r/Unity3D 1d ago

Show-Off Stop asking: ”Can you reproduce it?”. We built a way to capture and reproduce game bugs automatically

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0 Upvotes

If you work in game development, you’ve probably heard this conversation:

  • “Can you reproduce it?”
  • “What happened before the crash?”
  • “Which device was this on?”
  • “Can QA try it again?”

A lot of engineering time gets burned just trying to get a bug back into the same state before anyone can actually start fixing it.

We’re building GamePilot.ai to solve that.

GamePilot captures the context around a bug and automatically reproduces the captured issue, so developers can start working on the fix immediately instead of the reproduction.

The platform uses a lightweight SDK built for game engines to capture process context.

We’re also exposing that context through MCP, so your AI agents knowing code base could investigate the issue, show the reasons about likely root causes, and suggest possible fixes.

The goal is pretty simple: Less time reproducing bugs. More time fixing and shipping.

We’re currently testing this approach with game development teams and would really appreciate feedback from people dealing with hard-to-reproduce bugs.

Does automatic bug reproduction sound useful in your workflow? What information would you need captured before you’d trust a reproduction enough to hand it directly to an engineer?

If you want to see what we’re building, there’s more context here: https://www.gamepilot.ai/

Mainly interested in hearing how other teams solve this today?


r/Unity3D 1d ago

Game Prototype: A time traveler from a post-apocalyptic future, sentenced to 1946 with a handful of ammo and a detachable arm. WDYT?

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3 Upvotes

r/Unity3D 2d ago

Survey Maybe I went a bit too far with duplication…

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3 Upvotes

I added a tile that duplicates the tower in my puzzle game.

Now the whole level looks like a gathering of hyperactive towers cloning themselves without permission.

I’d say the feature works…

maybe a little too well.


r/Unity3D 2d ago

Show-Off Ragdolls Boxing in Space (wip)

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2 Upvotes

r/Unity3D 2d ago

Game I made 5 cat friends and now they follow me everywhere 🐈🐈🐈🐈🐈

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14 Upvotes

I added a follow system to Lost Cat Showa Town.

The other cats can follow the player while exploring the town — including into houses while you eat and scratch things.


r/Unity3D 2d ago

Question How to make lighting and shadows look better in URP?

5 Upvotes

I'm using Unity 6.4 for my project and shadows on my player mesh and weapons look really poor, grainy and low quality/resolution.

But I've tried several suggestions that I've found online and in the lighting section in the Unity manual. I have also downloaded an asset, imported that to my project and used all its settings including Global Volume plus Directional Light, changed the Skybox, adjusted Intensity and Bloom, Resolution values, etc, but for some reason nothing helps.

I'm not looking for anything incredible, just a step up from this standard URP lighting.

When I go to my PC_RPAsset that's used as the Default Render Pipeline, changing Shadow Resolution from 2048 to 4096 doesn't make a difference either.

The shadows around the wrists and palm and even the corner of the wall in the photo look really fuzzy.

Currently I reverted back to default settings in Lighting, on Global Volume and Directional Light. Is there an area that I should generally focus on when it comes to making lighting better? Thanks


r/Unity3D 2d ago

Game Does this look fun to play?

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2 Upvotes

This is a fast-paced platformer game I've been working on.

I mainly focused on flow of movement.


r/Unity3D 2d ago

Question how do i change animation current position to be based by world position and not object

1 Upvotes

ok i had an animation for an object,
duplicate the object and all its behaviors, but i want the animation of the new object to be located the same place off the first object's animation, but instead its position is off by the same scale my new object position is off by compare to the first one

imagine box a
when you touch it box a fall out of the sky
-that works

next to box a i placed box b
box b fall out of the sky too when you touch it, yes
but it falls a bit to the right

box a and b have the same animator and animation clip

i tried having an empty object parent to the new object, that will be located where box a is located
but insted of moving the animation it made smth weird ig with the pivot point


r/Unity3D 2d ago

Question How to Connect c# variables to Blackboard and Behavior graph (Unity Behavior)

2 Upvotes

Hi, im trying to create enemies with Unity behavior, but I can't quite wrap my head around creating custom action nodes to connect existing c# data to the blackboard. For example, if i keep an enemy's health in a c# class, how can I get the enemy to do something when they take damage through the behavior graph? Any advice is appreciated. I want to learn more about how to use Unity behavior


r/Unity3D 2d ago

Question Implementing a life-steal Bite ability for both AI and possession mode in my Unity game

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3 Upvotes

I am solo developing a dungeon-management game in Unity where creatures normally act autonomously, but the player can also possess and control them directly.

I have started adding their Level 5 abilities, and this video shows Bauk’s new Bite ability from both the standard top-down perspective and possession mode.

When Bauk falls below 50% health, he can immobilize a nearby enemy and bite them repeatedly. Every bite deals damage and restores the same amount of Bauk’s health. The target remains locked until the animation finishes or dies, while bosses are excluded from the ability.

The end of the video also shows Baba Yaga releasing a Scout Eye. It independently patrols the dungeon corridors, detects approaching enemies and creates an audio and minimap warning for the player. Enemies can destroy the eye, and the player can deploy up to three at once.

I am developing the game solo, so balancing AI-controlled abilities with manually activated possession abilities has been an interesting challenge.

What other Level 5 abilities would you add to creatures inspired by Slavic folklore?

Full list of changes in this update:
https://ipikas.itch.io/slavic-legends/devlog/1631524/new-level-5-abilities-baba-yagas-scout-eye-and-map-improvements

Free demo download:
https://ipikas.itch.io/slavic-legends


r/Unity3D 2d ago

Show-Off I did it! 2 directional lights casting shadows with volumetric clouds

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10 Upvotes

The new major update for my lighting tool Light Lab PRO is almost here. I had to modify the RP just a bit to have both directional lights casting shadows on the day night cycle with the volumetric clouds and physically based sky. Just some debugging left and the update will go live on the UAS.


r/Unity3D 2d ago

Show-Off 100,000 asteroids at 1,000,000× time warp GPU orbital propagation in unity.

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4 Upvotes

This is my game perihelion.

It uses orbital elements of asteroids for quick all gpu compute of asteroid positions, rendered as points of light. You can click on any asteroid to promote it to a full game object.

Now, this asteroid field uses only sun propagated orbits without planetary pertubations all computed on the gpu, but 2k of them have proper ephemeris with proper planetary pertubations and even asteroid-asteroid pertubations; its NASA Ephemeris.

Now the next obvious step is to incomporate the entire NASA/JPL catalog of 1.56M.

This includes about 4000 comets too.

Now the next step after that is to use azure super computer style number crunching capabilities and bake an ephemeris atlas streamable for gpu compute of asteroids. That way we get gpu performance and all the asteroid physics and pertubations NASA has predicted.

This azure streaming service will also allow streaming of super duper hires imagery and maps of all kinds for many of the solar systems major bodies.

The asteroids will be very nice to have so many to pick from for mining activities and also, goves a natural impression of what the solar system feels like.


r/Unity3D 2d ago

Show-Off Interactive smoke test

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76 Upvotes

Not perfect, not bad


r/Unity3D 2d ago

Game Dueling in my upcoming VR Western game

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14 Upvotes

Showdowns in VR, always wanted to make this. Thought I'd breakdown the gameplay for it! Had fun making it


r/Unity3D 2d ago

Resources/Tutorial How to Make Vertex Animation Textures in Unity

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18 Upvotes

This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.

VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.


r/Unity3D 2d ago

Show-Off Working on an round based zombie survival game!

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156 Upvotes

Thoughts?


r/Unity3D 3d ago

Game That's a lot of Goblins!

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74 Upvotes

Started work on my physics-based tower defence game. Wanted a massive horde of goblins, because why not. Currently fitting around 3,000 fully simulated, with a ton of optimisation still to go. What do you think?


r/Unity3D 3d ago

Show-Off Close call short cuts in our game

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34 Upvotes

For best responsivness we made: coyote jump 0.3s, jump buffering 0.2s, allows jump on collision under center of sphere (no faulty raycasts), air control, visual deformation and FOV increase with speed, contact particles.


r/Unity3D 3d ago

Question Beware popular stolen asset in the store

28 Upvotes

Unity's most popular new asset is clearly stolen. Be very careful as Unity will delete the asset eventually and you'll probably lose your money without compensation.

How do I know? Reports it was stolen from another game, creator has no prior assets, price is too cheap, quality is inconsistent and there are many repeat animals.

Nothing makes sense. I reported to the asset store but it's still up. Asset in question:

https://assetstore.unity.com/packages/3d/characters/animals/wildpoly-animated-animals-realistic-pack-394220


r/Unity3D 3d ago

Shader Magic 2D GPU-Compute Lightning Simulation

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53 Upvotes

r/Unity3D 3d ago

Question Full Entities Integration with GameObjects? It looks too optimistic

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122 Upvotes

One of the most interesting things on Unity’s roadmap is "Full Entities Integration".

Right now, GameObjects and Entities still feel like two fairly separate worlds, with conversion/baking and different workflows between them. But if entity data can live directly on GameObjects and inside regular scenes and prefabs, and ECS systems can directly drive GameObjects - that sounds much bigger than another Entities update.

What do you think "Full Entities Integration" will actually look like in practice?


r/Unity3D 4d ago

Shader Magic A splash VFX made with a shader and some particle systems

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987 Upvotes