Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.)
Kristian Segerstrale, COO and Executive Director at Super Evil Megacorp, shares five lessons learned developing unapologetically core MOBA Vainglory for touch devices.
A brain dump of what we learned about Unity's managed memory heap while shipping our company's first mobile title.
An in-depth overview of a very important programming principle often used in game code: Don't Repeat Yourself.
The 90s schoolyard question answered by an informative video - can the Saturn do transparencies? How about its 3D capabilities!?