How to efficiently store arrays in arrays.
My recent piece on discoverability for Nintendo Switch got some decent feedback from a few active Switch developers - here's an update with some new data points and info.
Let's find out 3 ways Unity Addressables will help your game with efficient, pain-free content management.
This post is about some obvious and some hidden long term mistakes Steam is making. As a commercial product, Steam has two goals: making profits and preserving its ecosystem (aka. securing long term profits). It's failing on both.
This is an art deep dive about the methods Butterscotch uses to create environments.
In PixelCast 4, Jeremy covers The Legend of Zelda: Link's Awakening and dives into one possibility as to why it experiences frequent drops in framerate. Jeremy also reflects on the latest PixelFest developments, covers LOTS'O NEWS, and gets techy with it.
This week's highlights include several pieces about Untitled Goose Game, of course, but also articles or videos on Noita, Later Alligator, What The Golf, The Last Of Us 2, an unreleased MC Hammer game (!), & a plethora of others.
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Jeremy reflects on PixelFest 2020, the latest PixelFest Devs meetup, covers the news, takes you inside the work he's doing at Midnight Status, shares his latest obsession on Nintendo Switch, and programs a Minecraft clone ... all in just over an hour!