Can you guess why keeping Draw Calls at bay is today more relevant than ever? Don't let them screw your game. Find out how to use modern batching in Unity 2020+
The latest highlights include a great piece on a unique Ubisoft 'fixer', the unlikely story behind Disco Elysium's success, the underappreciated Switch games of last year, and a whooole bunch more great articles besides.
An interview with Christian Calderon (Gamejam.co, Ketchapp, Two Dots) - living in Asia, his game industry journey, and some of the nitty-gritty of developing and monetizing mobile games.
The latest highlights include two standout articles about id Software's classic Doom, as well as some picks for the top upcoming games of 2020, some final 'best of 2019' charts, some great retro game articles, & lots more besides.
In episode 18, Jeremy makes a New Year's Resolution to interview more people on the PixelCast. First up is the amazing Kishi Bashi, a musician and filmmaker who collaborated with Jeremy on a mobile game back in 2014.
What happens when memory allocations go out of hands, are out of your control and you have to ship a game?
Do you have a Christmas present for your players? Well, just make sure it's not a memory crash. Those happen when greedily using countless assets from the store. Don't dump the assets, just adopt a clever strategy with Unity Addressables Prefabs.
The latest highlights include yet more best-of lists, both for 2019 and for the whole decade in a couple of cases - as well as neat pieces on hypercasual, Trico, video game cookbooks, creepy collectibles, & tonnes more.
In episode 16, Jeremy joins the PixelFest Devs for great food, drinks, and conversation at Keagan's in Virginia Beach. Jeremy interviews long-time developers, AJ Comfort and John Woodcock. Jeremy also follows up with Joshua Jané and Derek Hampton...
The final part to the series where I break down a combat level I designed and explain what tools you can use to keep your combat levels engaging