Unity VR game development, technical tutorials, and real-world tech projects — from headsets to horsepower.
Explore Projects →Latest post
Ask any game developer how many games are in their “unfinished games graveyard” and I bet they’ll give you a sad look. Being a game developer, especially a solo game developer, is crazy hard.
If you look on Youtube you’ll see a ton of videos claiming to have made a game in 24 hours (or less). Those videos grind my gears because what they’ve actually made is a vertical slice or a prototype.
There’s a whole lot that goes into a finished game, and one of the main reasons game devs burn out is because we can get from zero-to-show in almost no time. Create a core loop, add some graphics, record a video.. done.
..but that’s just the start! The rest of the time is spent level-building, story-building, refining assets or controls, etc.; things that are much, much harder to show off. So by the time we’re on our fourth or fifth video demo, people are like, “what changed?” That can be demotivating to a dev who spent a lot of time buffing out a barely noticeable scratch.
That’s why it’s very important to write down your game plan. Have a to-do list you can mark tasks off of as they get done; it can help you see your progress, even if nobody else notices.
Right on the heels of the first rule, the stuff nobody will pat you on the back for will take 80% of your dev time. Micro-adjustments, polish, finding the right music or sound effect to get your vision across, fine-tuning character looks or animations. You will obsess over these details and they will be the bulk of your work.
You have to be careful here though.
The thing that separates hobby game devs from professional game devs is that the pros know when a product is ready to ship. We could spend an eternity trying to get our games perfect, but the pros understand that every minute spent without shipping is a dollar unearned and a minute stolen from the next game.
Perfect is the enemy of Good, and getting to good is going to take enough of your time.
Think of your favorite game. Are you thinking of a souls-like with terrible controls? Probably not.
While developing Breath of the Wild, Nintendo created a 2D version of the game just to make sure the physics and interactions were perfect.
As I’ve already mentioned, a ton goes into developing a game, but our favorite games have something that’s got so much love put into it that we can’t resist. Maybe it’s how you can juggle enemies in Devil May Cry, or maybe it’s how the cars handle in Gran Turismo. Whatever it is, it keeps you hooked.
We have to find that nugget in our own games. What one part will you not compromise on? Perfect is the enemy of Good, yes, but make one thing perfect.
Unity VR, tools, and real-world tech




Development notes, guides, and behind the scenes
Indie games worth checking out

OVRLRD is a mech combat simulator built from the ground up for Virtual Reality. Take the real, physical controls of a 50-foot bipedal weapons platform as you carry out complex operations across a challenging single-player campaign.
Check It Out
A short, intense, dark visual narrative in 2 colors. You are stuck reliving a single day, over and over. Explore a tiny, giant world of a relationship between two people. Don't get arrested. Try to reach the person you love and escape the cursed time loop. Is it not too late?
Check It Out
Fly and crawl through levels on a mythical beast, killing dudes with magic (and dragon stuff).
Check It Out
The land of Alga is being plagued by a strange outbreak of monsters but all is not lost. Follow the story of our four heroes. They will need your help to fight the ever growing evil. There is fighting, romance, cute lil foxes, an old man beating people with a shield, You know, standard RPG stuff.
Check It Out