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From Manual Builds to CI: A Two-Person Pipeline
We moved release builds from a hand-run checklist to scripts and CI. Here is what was worth automating, what got more fragile once automated, and how much pipeline two people can actually maintain.
Game Development · August 11, 2026
Not a Bug, the Device: Debugging Android Fragmentation
Bugs that appear on one phone model and nowhere else are a capability problem, not a mystery. Here is the workflow we use to make them reproducible on hardware we already own.
Game Development · August 9, 2026
Unity Profiler on Mobile: Hunting Frame Time Spikes
A build that holds 60 fps in the Editor can stutter badly on a mid-range phone. Here is the diagnosis order we use with the Unity Profiler and Frame Debugger to find out whether the CPU, the GPU, draw calls or garbage collection is eating the frame.
Unity · August 8, 2026
Cutting Features: What Scope Discipline Actually Costs
A dev log about deletion instead of delivery: how we decide a feature is not worth keeping, what removing it actually costs, and how long you owe an idea before walking away.
Game Development · August 8, 2026
Two Games, One Codebase: When Shared Code Pays Off
A card game and a tower defense game share four systems in our codebase: save/load, settings, audio and localization. Two of those were free money, one quietly turned into a tax, and one started making both games look alike.
Game Development · August 8, 2026Card UI Readability vs Aesthetics: Lessons We Learned
How we decide between a pretty card and a readable one, and the cheap tests we use to check whether a player can understand a card in a single glance.
Game Development · August 6, 2026
Unity Scene Loading: Additive vs Single Scene Setup
When additive scene loading simplifies a Unity project and when it turns into reference chaos — with working code, the failure cases we actually hit, and a decision rule for small teams.
Unity · August 19, 2026How to Read a Difficulty Curve Without Telemetry Data
A working method for spotting where your difficulty curve breaks using session notes, recorded playthroughs and store reviews — plus the four signals from those sources that will send you in the wrong direction.
Game Development · August 7, 2026