Amir Ebrahimi's Blog
I am Technical Lead on the EditorVR project at Unity Labs currently. You can read more about my previous work on LinkedIn.
In this final article, I take a look at conditions of the work environment, share some practical things that I do to conserve willpower throughout the day, talk a bit about how I get quality sleep, and tie up some loose ends with the series.
In the previous article, I set the context of a personal journey of health within the backdrop of larger issues of quality of life in our industry. In this article, I continue that journey with my own personal experience of burnout and depression.
If you’re happy, healthy, and have energy to make things happen most of the time, then keep doing what you’re doing. If not, or if you used to be and now aren’t, then you may be interested in what I have to say.
Amir Ebrahimi's Comments
[News - 05/31/2016 - 05:51]
Don 't forget that you ...
Don 't forget that you can use the Personal Edition if you have revenues of under 100K or the Plus option may be a good option for you.
[News - 03/18/2016 - 08:03]
@Felipe - to Brevik 's ...
@Felipe - to Brevik 's credit he does give credit to a lot of other influences on Diablo. Yes, we can all see that there are plenty of predecessors to Diablo, including the point-and-click flavor: https://en.wikipedia.org/wiki/Action role-playing game r n r nAt least the quote says sort of . It ...
[Blog - 11/16/2015 - 01:16]
Consider this though: if you ...
Consider this though: if you are a/b testing only a single experiment and the other changes apply to both classes, then it seems that if the a/b test is significant than you 'll still see a change in one of the classes. If both get worse or both get better ...
[Blog - 06/18/2015 - 07:57]
Thanks, Simon, for your synopsis. ...
Thanks, Simon, for your synopsis. Not having the chance to attend E3 this year I still have the sense of what it was like through your thoughtful reflection of what you saw.
[Blog - 03/20/2015 - 01:42]
[Blog - 12/08/2014 - 01:44]
I 'd recommend using the ...
I 'd recommend using the overoaded Debug.LogError and pass the GameObject reference. This will allow easy clicking in the debug console to navigate directly to the object in the scene. r n r ne.g. Debug.LogError Message , go r n r nHere 's an updated pastebin: r nhttp://pastebin.com/krFRFxHw