Remove Build Remove Code Remove UX
article thumbnail

Building a Cross-Platform Release Strategy: From Dev to Compliance

iXie gaming

Youre building a masterpiece but launching it across platforms feels like juggling chainsaws in three different languages. This guide breaks down what that strategy looks like, from technical architecture to compliance workflows, UX challenges to performance tuning. Your game is ready. The world isnt ready yet. On PC, its flawless.

article thumbnail

Comprehensive Guide to Game QA: Ensuring Quality from Alpha to Release 

iXie gaming

At this stage, testers focus on: Core gameplay mechanics UI/UX feedback loops System-level stability Blocking bugs and crash diagnostics The goal is to ensure that fundamental gameplay functions work before layering in content or polishing visuals. UX issues don’t always show up as crash reports or error logs.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Dev snapshot: Godot 4.5 beta 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. With Android builds now supporting 16kb pages, the native libraries are now required to be uncompressed. ( Twist: Disabled Enabled Bend: Onto something more suitable for a blog post highlight: UX improvements!

article thumbnail

Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. You can also try the Web editor or the Android editor for this release. This was added by Macksaur in GH-96290.

article thumbnail

Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

However, building a well-optimized multiplayer game comes with several challenges which any Unity game development company worth its weight will know how to overcome. Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings).

article thumbnail

Key Algorithmic Tricks for Match 3 Game Development

Logic Simplified

Building a Match 3 game that feels good isn’t just about flashy visuals. Underneath all those colourful tiles is a stack of code that needs to pull serious weight - fast match checking, smooth tile drops, and a difficulty curve that keeps people playing “just one more level”. Those small wins build momentum. Sounds simple?

article thumbnail

A friend of mine wants to become a game designer without learning any other disciplines in game dev, he seems very sure this is possible but his confidence comes off as “idea guy” to me. I like thinking about design as well and how it could all fit together cohesively but I’m worried he’s setting himself up for failure by not learning another discipline to go along with it. Am I correct in this thought or am I being an jerk?

Ask a Game Dev

That might mean working on combat, quests, cinematics, narrative, itemization, UX, enemies, levels/environments, or any of a number of other specialties. A cinematic designer doesn't need to understand how to code but does need to learn how to use tools like Source Filmmaker to stage and block cinematics.