Games & Gameplay
Shipped games, game jams and gameplay systems.
Projects (10)
Articles (22)
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Deep dive MarbleMaze Deep Dives · Part 11 Games & GameplayMarbleMaze: Deep Dive — Pluggable Tutorial Condition System
How a three-interface hierarchy, SerializeReference polymorphism, and a reflection-based property drawer built a fully designer-configurable tutorial system supporting 10+ input condition types, input gating, overlay masking, and scene-driven signals.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 10 Games & GameplayMarbleMaze: Save System & Data Persistence
A Strategy-pattern JSON save system with six independent data structures, a generic type-dispatch API, and Unity Cloud Save conflict resolution via a versioned payload.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 9 Games & GameplayMarbleMaze: Bézier Curve Currency Animations
How quadratic Bézier curves, staggered coroutine batching, and a custom cubic easing function drive the coin and star collection arcs in MarbleMaze: Galactic Stars.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 8 Games & GameplayMarbleMaze: Currency & Life Regeneration
How five currencies stored in a Dictionary<CoinType, int> combine with DateTime-based heart regeneration, a live countdown event bus, and a rewarded-video safety window.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 7 Games & GameplayMarbleMaze: Deep Dive — Power-Up System, Player & DOTween Choreography
How a full GameObject swap architecture, reusable bidirectional tweens, a five-state visual FSM, spherecast ground detection, and an 8-cardinal touch mapper make the player feel responsive — and power-up transitions feel cinematic.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 6 Games & GameplayMarbleMaze: Deep Dive — Timed Hazard Systems & Environment
How a shared ITimedHazard interface, AnimationCurve-driven state machines, and a checkerboard phase system power three distinct hazard types — plus the physics push door, spike death sequence, and coroutine-based level completion.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 5 Games & GameplayMarbleMaze: Deep Dive — Adaptive Difficulty Engine
How I built a multi-layer difficulty system that responds to player performance in real time — grid scaling, cycle-based archetypes, local stress multipliers, and cross-session debt accumulation.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 4 Games & GameplayMarbleMaze: Deep Dive — ScriptableObject-Driven Level Progression
How a layered ScriptableObject hierarchy decouples tile definitions, hazard composition, difficulty progression, and pre-authored level storage — all designer-configurable without touching code.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 3 Games & GameplayMarbleMaze: Deep Dive — GC-Friendly Grid Data Structure
How a struct-based 2D grid with ref accessors keeps the entire procedural generation pipeline allocation-free on mobile — and how the same design enables clean serialization and a query API.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 2 Games & GameplayMarbleMaze: Deep Dive — Procedural Maze Generation with Kruskal's Algorithm
How I built an infinite, seed-deterministic level generator for a mobile marble game using Kruskal's algorithm, Union-Find, and a multi-pass tile decoration system.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 1 Games & GameplayMarbleMaze: Event-Driven Manager Architecture
How 20+ singleton managers coordinate through C# Action<T> events with zero direct cross-references, and how a Fluent Builder scene controller ties the whole system together.
Feb 2026 · Unity· C#· Mobile -
Deep dive AlchemisTeddy Devlog · Part 7 Games & GameplayOcclusion Cutout Effect - AlchemisTeddy 🧪🐻
Reproducing Baldur's Gate III Occlusion Cutout Effect
Sep 2025 · Unity· C#· Shaders -
Deep dive AlchemisTeddy Devlog · Part 6 Games & GameplayUnity Character System - AlchemisTeddy
The creation of Eddy the Teddy
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 5 Games & GameplayLab - AlchemisTeddy 🧪🐻
The creation of Teddy's Lab
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 4 Games & GameplayBottles Shader & Script - AlchemisTeddy 🧪🐻
The creation of a game ready Storage Chest
Sep 2025 · Unity· C#· Shaders -
Deep dive AlchemisTeddy Devlog · Part 3 Games & GameplayStorage Chest - AlchemisTeddy 🧪🐻
The creation of a game ready Storage Chest
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 2 Games & GameplayCrafting Table - AlchemisTeddy 🧪🐻
The creation of a game ready Crafting Table
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 1 Games & GameplaySwiss Game Academy - Advanced Programming Course - AlchemisTeddy
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Aug 2025 · Unity· C# -
Tutorial Unity Tips · Part 4 Games & GameplayUnity Tips - Creating native DLLs in C++
The process of creating a native DLL and integrating it in Unity
Sep 2025 · C++· C#· Unity -
Tutorial Unity Tips · Part 3 Games & GameplayUnity Tips - Creating a Stencil See-Through Effect in Unity 6
Creating a See-Through effect in Unity 6 using a Stencil shader
Sep 2025 · Unity· Shaders· C# -
Tutorial Unity Tips · Part 2 Games & GameplayUnity Tips - New Input System - Mouse Events
Transition of old mouse events for Unity's new Input System
Sep 2025 · Unity· C# -
Tutorial Unity Tips · Part 1 Games & GameplayUnity Tips - Inspector Attributes
How Inspector Attributes Make Unity Game Development Cleaner and Safer
Sep 2025 · Unity· C#