Mar 13 · 8 min read · It's a Polishing Up Code Kinda Day Today I decided to polish up some of the features that have already been added. Transparency Before I started this Dev Blog, I had already implemented having the pla
Join discussionFeb 24 · 6 min read · Every new game project starts with the same boilerplate; audio managers, scene transitions, save systems, haptic feedback wrappers, analytics hooks, UI scaffolding. None of it is unique to the game, y
Join discussionFeb 24 · 6 min read · Procedural generation is one of the most powerful tools in a game developer's toolkit. It creates near-infinite replayability from finite assets. But on mobile, where RAM is measured in gigabytes rath
Join discussionFeb 20 · 20 min read · How many times have you rewritten the same systems across different Unity projects? Or copied entire folders from an old project, only to spend hours fixing references, renaming namespaces, and adapti
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Feb 13 · 5 min read · Porting a game to mobile is never just a resolution swap. When the source material is a 20-year-old MMORPG with dozens of overlapping menus, right-click context actions, and a keyboard-heavy control scheme, the challenge becomes an entirely different...
Join discussionFeb 13 · 3 min read · 2026/02/14 - 기능개발 및 오류 일지 기능개발 흡수형 아이템 픽업 시스템 https://youtu.be/ClrWY5Z0X0k [목표] 아이작 스타일 흡수형 아이템 — 밟으면 자동 획득, 스탯 영구 변경 후 소멸 아이템 4분류 체계(흡수/장착/소모/소지) 중 가장 단순한 흡수형부터 구현 기존 StatHandler.AddModifier()를 활용한 스탯 증감 [구현 요약] ItemType enum 생성 (Absorb, Eq...
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