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“Just ship it!” I used to hear these words a lot from the business folks trying to convince devs (including me) that the product is good to go. “Crazy! What are they talking about!? Development takes time! It needs testing! It needs to be thorough! It can’t be just shipped unfinished!” I would think. I was wrong. The product definitely can be shipped unfinished. That’s because it rarely ever gets…
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I started coding at the age of 19, right after high school. I was about to start my Computer Science degree and I was convinced that I would be the only person in the year who hadn’t been coding since childhood. Of course, that belief was completely wrong but I needed to wait a few years to realise how many amazing developers only learned how to code after 25, 35, or even 45. That said, my fear of…
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A few years ago, I joined a startup where we were developing a new, very ambitious mobile app. Having spent there over two years, I left. It’s fair to say that things weren’t going great. Nowadays I’m working at a digital agency where we help companies of all sizes develop their apps and websites. I work specifically with clients who want to kick off their startup ideas and build an app from…
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When making your game you might think you only need it in one language. However, it’s always better to be able to reach a wider audience. You might decide you want to support multiple languages at some point, and it’s good to be prepared for that moment. You don’t want to be frantically looking for answers just before the release, after all (definitely not speaking from experience). That’s why we…
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We have learned the basics of Ink, how to integrate your ink story with Unity, and how to use external functions to show and hide characters. This time we’re going to look at state handling in regards to variables and the game itself. As always, feel free to use the example files available here, or to work on your game. Let’s get started! The example project uses materials from the game Guilt Free…
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