Fortnite UEFN Payouts đź’¸, Pico GPU Shaders đź’ˇ

Jan 12, 2026

🎮 Game Dev Journeys & Inspirations

From SSX Superfan to Solo Dev: The Long Road Behind Slopecrashers

Slopecrashers creator Johannes Lugstein walks through his multi-year journey from snowboarding fan to shipping a physics-heavy arcade racer on PC and consoles. He explains how he tackled “deal-breaker” problems like half-pipe and tunnel physics first, then rebuilt the game when it wasn’t fun or marketable enough. The interview dives into level design tricks, festival-driven marketing, a brutal UE4→UE5 console migration, and why trying to please multiple audiences made the project harder than it had to be.

Fortnite UEFN Creators Get 100% of V-Bucks Sales Until 2027

Fortnite Creative creators can now publish islands with fully functional in-game purchases, allowing players to buy digital items using V-Bucks directly inside user-made experiences. Epic is heavily front-loading incentives, granting developers 100% of V-Bucks revenue from these in-island purchases until early 2027, then shifting to a 50/50 split. Items are island-locked and can’t be refunded, so designers must think carefully about value and communication. Combined with engagement payouts, this gives UEFN teams a robust monetization toolkit.

đź§  Level Up Your Tech Skills

New Pico GPU Sandbox Makes Shader Coding Dead Simple

Pico GPU is a tiny virtual GPU sandbox from Haxe creator Nicolas Cannasse, built to make learning shaders as simple as possible. Running at a fixed 640Ă—480, 60FPS with just 300KB of GPU memory, it forces you to focus on the core of vertex and fragment shader programming. The tool even handles 4-channel mono audio synthesis via GPU shaders. Projects are saved as PNG screenshots that contain all your data, making sharing experiments with the community effortless.

Master Unity Delegates: Events, Closures, and Zero-Allocation Patterns

This video demystifies delegates in Unity, showing how they power events, input, UI, and popular libraries under the hood. You’ll see how Unity builds on delegates with events and UnityEvents, and why innocent-looking closures can introduce hidden allocations and lifetime bugs. The creator walks through real Unity examples to illustrate inversion of control and better game architecture. It wraps up with a practical, PrimeTween-style pattern for avoiding closures while keeping your code flexible and efficient.

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