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October 24, 2020
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Category: Smartphone/Tablet

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Posted by Josh Bycer on 10/13/20 10:55:00 am in Smartphone/Tablet
Studying Game Design factually is difficult to do, but for today's piece we're going to use achievements to see if we can learn more about fan engagement and use it to accurately judge a game's quality.

Posted by Winifred Phillips on 10/13/20 10:55:00 am in Smartphone/Tablet
Let's explore what happens when musical themes are employed within more complex interactive music systems! This is the last installment of the five-part article series on the use of thematic content in video game music composition.

Posted by Ruben Torres Bonet on 10/08/20 11:10:00 am in Smartphone/Tablet
Complex scenes, huge C# assemblies, expensive initialization in your scripts... All of them lead to slow iteration times in the Unity editor. But why exactly is your editor so slow in your specific project at entering and exiting play mode?

Posted by Simon Carless on 09/28/20 01:46:00 pm in Smartphone/Tablet
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?

Posted by Ruben Torres Bonet on 09/28/20 10:29:00 am in Smartphone/Tablet
Access your Unity Memory Metrics without attaching the Profiler? I'm sold! Let me introduce you to the new Unity Memory Profiler Module available since Unity 2020.2b.

Posted by Josh Bycer on 09/24/20 10:50:00 am in Smartphone/Tablet
Many people don't think about puzzle games as being difficult or hard to design, but for today's post, we're going to look at why a puzzle could be even more demanding than any soulslike or action game.