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
February 25, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Enrique J. Gil's Blog

 

Co-founder and programmer at aheartfulofgames, developers of Heart&Slash. Member of the newborn Spanish developers association MareaIndie.

Vegetarian, fan of sci-fi, fantasy, musicals and top-ten lists.

Although not a great fan of social networks, contact might be successful through @elorahranma.

 

Member Blogs

Posted by Enrique J. Gil on Mon, 08 Aug 2016 11:37:00 EDT in Programming
Generating builds manually is never a good idea. Let's see how we can make this process painless in Unity and explore the possibilities that scripting opens for more advanced operations.



Enrique J. Gil's Comments

Comment In: [Blog - 10/11/2016 - 10:06]

Good article, even if a ...

Good article, even if a little too dense r n r nYou have nailed pretty much everything I explain to people who are about to embark in their first Version Control adventure so, from now on, this will be part of my reference material for those situations. r n r ...

Comment In: [Blog - 08/12/2016 - 08:25]

Good article. Most of this ...

Good article. Most of this stuff I already enforce in my projects, and when I don 't, I have alternatives in place. r nAlso, thanks for linking to my builds article I 'm really flattered r n r nRegarding point 26: For components, never make variables public that should not ...

Comment In: [Blog - 08/08/2016 - 11:37]

Thanks. r n r nI ...

Thanks. r n r nI have never used Cloud build, but so far I had only heard good things about it. I 'll read a little more about it for our next project. r n r nWhen we started the project, we didn 't have the option to use Cache ...