Everything (So Far) I Want in My Reusable Game Dev Library
I'm centralizing all my systems and tools in one place. Before building, I want to list every system I keep rebuilding to catch any potential dependency issues.

If it has anything to do with how games get made, it lives here.
If something we learned the hard way can save you time, that’s a win.
I'm centralizing all my systems and tools in one place. Before building, I want to list every system I keep rebuilding to catch any potential dependency issues.
Keep sample scenes and documentation on disk without cluttering Unity's Project window or asset pipeline. This trick shows you how.
Steam is hard if you're on your own. Here's everything I'm learning about fees, tax setups, review processes, Steamworks integration, and art assets.
Outside pressure and avoidance both pushed my solo dev schedule off track this month. Here's what actually got done, why, and how I'm fixing it.
Designing a spin-the-wheel game for Juniper Dev's game jam. You reshape the wheel's odds between spins while wagering souls on the outcome.
This idle game has a real story, great visuals, and a unique deckbuilding twist. But it's not without flaws. Let's break down 'This Ain't Even Poker, Ya Joker'.
DPS Idle 2 builds its progression around card leveling and prestige loop. This dev analysis covers those systems and what I think could be improved.
For programmers looking for game dev jobs, here are the OOP principles, system design concepts, and version control practices I'd recommend knowing first.
Game design is easy to neglect during long development cycles. Here's the system I use to keep practicing it without losing momentum on my main project.