2017 TGDF Notes: Making the Future Present Through Rez Infinite
TGDF notes from Tetsuya Mizuguchi's talk on Rez Infinite, synesthesia, VR, music, and interactive experience design.
Blog archive
25 posts shown.
TGDF notes from Tetsuya Mizuguchi's talk on Rez Infinite, synesthesia, VR, music, and interactive experience design.
TGDF notes from Red Candle Games' talk on Detention's art direction, visual tone, historical references, and production constraints.
TGDF notes from Monkey Potion's postmortem on team decisions, production mistakes, and lessons from shipping independent games.
TGDF notes from Noxy Games on Lanota's development process, rhythm game design, production limits, and independent team decisions.
TGDF notes on game AI, difficulty curves, evaluation methods, and how designers can think about player challenge.
TGDF notes from Route 59 Games on producing a 3D Japanese animation look with a small independent team.
TGDF notes on operating Dungeon Story overseas, reading the market, choosing a niche, and surviving in crowded mobile game categories.
TGDF notes from Rayark's talk on the habits, responsibilities, and tradeoffs of game software engineers.
TGDF notes from Qubit Games on the visual creation of Qubot, including pixel art, visual hierarchy, and production choices.
A pointer to my GitBook notes from the 2017 Unity Developer Conference.
A beginner note on Unity Shader basics, the CPU-to-GPU rendering pipeline, and the structure of a Shader program.
A Unity tool for reading planner-authored Excel tables and generating matching code plus ScriptableObject assets.
A first Game Jam postmortem from Fukushima & Faust 2016, covering short-cycle collaboration, team roles, Unity work, and what I learned from the process.
A practical Unity UGUI UI Manager example for opening, closing, showing, hiding, and organizing UI screens.
A Unity editor workflow for selecting many objects and applying repetitive UI or component changes without doing the same work by hand.
A Unity editor workflow for generating repetitive script templates once a project's coding conventions are stable.
A Unity UGUI note explaining Auto Layout architecture, Layout Element sizing, Horizontal and Vertical Layout Groups, Grid Layout Group, and Content Size Fitter.
A Unity UGUI note covering EventSystem, input modules, raycasters, event interfaces, and the flow behind UI interaction.
A Unity UGUI note explaining RectTransform, anchors, pivot behavior, Blueprint Mode, and Raw Edit Mode.
A practical list of free Unity Asset Store tools for tweening, screenshots, sprite sorting, mobile logs, pathfinding, camera effects, 2D layout, and script generation.
A collection of Unity editor tools for AssetBundle inspection, prefab workflows, object search, UGUI operations, scene switching, and hierarchy display helpers.
A breakdown of Unity Canvas Scaler modes, Pixels Per Unit, Reference Pixels Per Unit, Scale Factor, and how Canvas size changes with screen resolution.
A practical overview of Unity UGUI Canvas render modes and when each mode fits.
A practical Unity note on using Singleton helpers for shared data and Debug filtering to keep release builds clean.
A small Unity utility class for common operations such as instantiating objects, loading resources, formatting values, and reducing repeated code.