What MasterMemory Solves—and What It Doesn't: A Practical Guide to Static Game Data in Unity
Introduction When you build games with Unity, you eventually run into the problem of managing static game data—often called master data in Japanese ga…
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Introduction When you build games with Unity, you eventually run into the problem of managing static game data—often called master data in Japanese ga…
At some point, every game studio faces the same question: we need more capacity, but how do we get it? The answer is not always obvious. Hiring full-t…
Multiplayer bugs in Unity rarely look like networking bugs. They look like "the game froze," "the player teleported," or "it worked in the Editor and …
The 2023 Unity Runtime Fee episode pushed thousands of indie developers to reconsider their engine choice. Three years later, the question is more nua…
Choosing a networking framework for a Unity multiplayer game is one of the most consequential technical decisions you will make. It affects architectu…
These two terms get used interchangeably in boardrooms and pitch decks across the education and corporate sectors. We hear it regularly: "We want to g…
I published my first Unity Asset Store package in 2015. Today I have over sixteen assets live, generating consistent passive income while I sleep. Mor…
If you have never written a line of game code and you are trying to choose between Unity, Godot, and Unreal, the internet will give you fifty contradi…
You have a game idea. You need a development studio to build it. You send out a brief, and the quotes come back wildly different - one studio says thr…
Where I started My name is Valentyn Kurchenko-Hai. I currently teach English; coding is a hobby. My programmer background fits in one sentence: I don'…
Adobe Flash is dead. As of December 2020, all major browsers removed Flash support entirely. But thousands of Flash applications - educational tools, …