As of today (and for the time being) I've got 200 follower on Twitter!! *Self back patting*
Dec 6, 2015
Dec 4, 2015
Suzy Cube Update: Friday December 4, 2015
#suzycube #gamedev #indiedev #madewithunity
This week was spent on completing the draft of Level 1-2, knocking some easy stuff off my to-do list and getting started on the World 1 boss fight.
Nov 27, 2015
Suzy Cube Update: Friday November 27, 2015
#suzycube #gamedev #indiedev #madewithunity
One more level draft in the can and another well under way! After a slow and self loathing start to the week, I managed to kick myself in the butt and end things in a good place.
Nov 20, 2015
Suzy Cube Update: Friday November 20, 2015
#suzycube #gamedev #indiedev #madewithunity
Been pretty "heads down" this week, not much in the way of exciting gifs and what not. So what have I been up to!?
Nov 12, 2015
Suzy Cube Update: Thursday November 12, 2015
#suzycube #gamedev #indiedev #madewithunity
Gonna be a bit of a slim one this week, folks. Also, I'm not going to be able to post the update on Friday, as usual which is why it's coming a day early.
Nov 6, 2015
Suzy Cube Update: Friday November 6, 2015
#suzycube #gamedev #indiedev #madewithunity
This week I worked on the first user experience, tester flow and a new level!
Lessons From Suzy Cube: Improved Mobile Performance Through a Custom Culling Solution
#suzycube #indiedev #gamedev #madewithunity
Regardless of your target platform, having a good way to control which parts of your level are active at any particular time is tremendously important to achieve the best possible performance.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
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