Excluding Folders from Unity’s AssetDatabase
Keep sample scenes and documentation on disk without cluttering Unity’s Project window or asset pipeline. This trick shows you how.
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.
Designing difficulty progression means deciding what the player learns first, and in what order. Here’s the framework I used for my game Laser Beast.
Programmers need a plan for every system and event before writing code. Here is how I build that plan, and why it works for more than just programming.