The latest link roundup incudes the notable games of the week, Mario steamrolling bootleg Nintendo cartridges, and a unique new FMV game based around delivery driving, among others!
The cancellation of this year's Game Developers Conference was a strong indication of what is now transpiring. The continued isolating measures bring many things into sharp focus, including issues present in our global game development environment.
Whether a layoff has ever affected you directly or not, the reality could someday come knocking. In the first in a two part series tackling change, I'll share some insights culled from my experience with layoffs over the past years.
In today's blog post, I'll show you how to measure how long it takes your GPU to draw each of your game elements.
No matter if you are an artist, programmer or designer.... Reading this post will help you find out where to start optimizing.
Second of a 2-part series. Game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER video game, developed by Sumo Digital for Apple Arcade. Part 2 explores the action system (including many video examples).
In this post, I'll show you how to know if your game performance is suffering from too many Unity Draw Calls and what to do about it.
There is no silver bullet in having people find your game. If you’re relying on one thing to change your fortunes radically - you’re using the wrong strategy to develop & market your game.
The latest roundup of interesting games, articles & videos from the last week includes new titles like Snowrunner & old beefs like the Donkey Kong high score lawsuit.
I've been frustrated to see how much useless repetition I had in my C# conditionals and switches, but I knew programmers could do better. In this post, I'll show you how to make your code more concise with Unity C# Pattern Matching (C# 7.0)
Let's avoid programmers' misunderstandings that often escalate to fist fights. In this post, I'll show you how you can make your code more explicit and simpler by using the Unity C# Discards feature (C# 7.0).