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SEYIL Studios

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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

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, 2026
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Card 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
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How 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