Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 20, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Yanko Oliveira's Blog


Originally from Rio de Janeiro, Brazil, I currently work at DeepMind in London. I still keep my indie endeavours as deVoid Games, dumping experiments at, and sometimes writing about them at You can find me on twitter @yankooliveira.


Member Blogs

Posted by Yanko Oliveira on Fri, 27 Aug 2021 11:23:00 EDT in Design, Programming, Console/PC, Indie
It's hard to create anything in 2020 (and its follow up year, 2020 NG+) and not be influenced by the pandemic. For #procjam 2020, I made a game about treating procedural diseases (and paying rent). This post covers some of its design and tech rationale.

Posted by Yanko Oliveira on Fri, 06 Dec 2019 10:23:00 EST in Design, Programming, Art, Console/PC, Indie
My latest #procjam entry was an exercise in generating complex artifacts out of a single Energy value, along a few procgen paintings to go with them. This covers tricks and design rationale I used to make such a project (kinda) fit a jam timeline.

Posted by Yanko Oliveira on Mon, 05 Feb 2018 10:43:00 EST in Design, Programming, Production, Console/PC, Smartphone/Tablet
Playmaker might be the best tool for visual scripting in Unity, but if not used properly, it can be messy. Here's the approach that I use that empowers the designers as much as possible, but still keeps entropy under control.

Posted by Yanko Oliveira on Mon, 22 Jan 2018 09:21:00 EST in Programming, Console/PC, Smartphone/Tablet
Third and final Blood Runs Cold tech postmortem series. Source code included this time! This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.

Posted by Yanko Oliveira on Mon, 15 Jan 2018 11:36:00 EST in Programming, Console/PC, Smartphone/Tablet
In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts

Posted by Yanko Oliveira on Mon, 08 Jan 2018 10:17:00 EST in Programming, Production, Console/PC, Smartphone/Tablet
There are many ways to skin an Unity UI and as many to implement one. In this post, I talk about the UI system I built for Blood Runs Cold which is by no means a silver bullet, but contains some ideas that were battle tested in released mobile games.

Yanko Oliveira's Comments

Comment In: [Blog - 07/03/2018 - 10:58]

Hey there, Ruben r n ...

Hey there, Ruben r n r nAlthough I slightly disagree you can 't have a good architecture without a DI, I totally agree that you should roll out your own. Usually pre-made solutions come with a lot of functionality, but a lot of mandates as well. r n r n2 ...

Comment In: [Blog - 01/08/2018 - 10:17]

Thanks for the heads up ...

Thanks for the heads up I guess I have tech ingrained way too much in my head and I always end up adding the extra H in there. r n r nIn any case, hopefully the rest of the text provides a bit more insight than just the grammar :

Comment In: [Blog - 10/18/2016 - 09:09]

Cool stuff r n r ...

Cool stuff r n r nI think the most interesting part that has the least amount of information out there is the dll communication, covering the multi-threaded approach and memory management in more depth. Hope you guys write more about that. r n r nKeep up the good work

Comment In: [Blog - 09/08/2010 - 09:20]

What i'm starting to see ...

What i'm starting to see as a pattern here is that many people take criticism towards Zynga's business model as criticism towards social games as games. And it's not it I'm usually taken as the hardcore gamer at heart that loathes social gaming exactly because of the same mistake: i ...

Comment In: [News - 01/20/2010 - 08:08]

James, it was great to ...

James, it was great to see an article like this. And you got spot on on several issues, as many noted. As i guess it's pretty obvious already, taxes are indeed the problem and they're not changing anytime soon. If a product is superfluous to the average citizen of the ...