This week's roundup includes impressions and reviews of a whole bunch of big holiday titles, from Death Stranding through Luigi's Mansion 3 to Modern Warfare and beyond, as well as neat pieces on food in games, Junji Ito's influence on our medium, & lots
In episode 9, Jeremy discusses Untitiled Goose Game and a principle, that making games is like playing Apples-to-Apples with your "silly" friends. Jeremy also dives into Mode 7 again and discusses the significance of this line of code:
You've seen the potential benefits of Addressables and you want to give it a shot in your game. But there're so many possibilities! Where to start with your Unity Addressables Migration? Here's an option for you: Music.
This week's highlights include a couple of pieces on the hotly awaited The Outer Worlds, and a gratifyingly complex New York Times magazine piece on the nature of game addiction - or indeed, any addiction.
Computing is heading towards an era of any place, any time, and any device user experiences with information delivered through write-once reach-many content and applications across all platforms. Neil discusses the choice the industry is facing.
You spend an infinite amount of time optimizing your Unity UI. But, all it takes to really screw it up is a sneaky modification on a tiny attribute of an almost invisible Canvas UI element. When that happens, not even Unity UI Profiling will save you.
This week's highlights include the end (and resurrection) of Fortnite, an early look at Star Wars Jedi: Fallen Order, plus a whole heap of new titles under the microscope - from Manifold Garden to Killer Queen Black to Disco Elysium and far beyond.
n PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios.
Players want to play, they don't want to wait. Help them buying your game: reduce your game's download size with Unity Addressables Hosting. And a year later? Offer them a DLC based on, guess what? Unity Addressables.
To mark the 1 year anniversary of releasing my last game, and after mulling on the project for the past year, I thought I’d do a quick postmortem (of sorts) on the project. Some hard lessons were learned and some truths uncovered, so here goes..