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Correct GAS architecture for an action/RPG project: ASC, attributes, effects, cues — including common pitfalls.
Unreal Engine 5 — Gameplay Ability System (GAS) Setup
Systematic optimization workflow for frame time and GC on mobile/console with Unity profiling tools.
Unity Performance & Memory Optimization Pass
Versioned, corruption-resistant save system with migration — avoids save wipes across patches.
Unity — Save/Load & Configuration Robustness
Designer-friendly ability framework: data assets, targeting, cost/cooldown, prediction-friendly for future multiplayer.
Unity — ScriptableObject Data-Driven Ability System
Generates a clean, testable controller architecture (state pattern + dependency injected components) instead of a monolithic CharacterMovement script.
Unity C# — Modular Character Controller
store certification requirements overview.…
Launch readiness checklist of assets with owners/deadlines and platform
(market context, metrics if live, scope/milestones, team, ask, budget use), with…
Deck outline for publisher/platform: slide list with the data each needs
no logo intro, establish world → show verb → escalation → story/emotion → social…
Trailer brief (60-90s): beat sheet with seconds (cold-open hook in 0-5s,
customization/depth, content variety, co-op/emotional, world scale — with exact…
Screenshot plan (7): order = fantasy hook, unique mechanic, wow moment,
3 proof points, 30-word store description, short description variants (Steam 300 char /…
Positioning: target player statement ("for players who love X but want Y"),
Marketing-ready positioning assets: hook hierarchy, trailer beat sheet, store screenshots with intent — written as a brief to marketing/art.
Store Page / Pitch Deck / Trailer Brief
compliance, and the telemetry-review checklist before shipping an event.…
Privacy/process: data retention, opt-out/child accounts, platform policy
economy anomaly alarms (currency inflation), progression stall alarms; how designers…
Dashboards/alarms: live health dashboard, version-compare after patches,
per-feature (menu opens, loadout changes), economy per cohort; give 25 concrete event…
Funnel/heatmap tables: per-level (enters/retries/death-cause/loot/clear times),
(anon id hashed, session, app version, platform, region, ab buckets), typed params,…
Event schema: event name convention (noun_verb_past), required common fields
progression funnel step conversion, level attempts/deaths/quits, economy source/sink…
KPIs that drive decisions: D1/D7/D30 retention, session length/frequency,
Defines the events and funnels a game team actually needs — without drowning in data or violating privacy.
Game Analytics / KPI Instrumentation Plan
designing for loud individuals.…
Cadence: rolling weekly tests, hypothesis per change, and how to avoid
matrix, separate preference from usability bugs, triangulate 3+ players before trusting…
Analysis: affinity-map observations into issues with severity/frequency
missed), note-taking schema per timestamp, metric logging hooks to add in build, and the…
Observation: timing targets (time-to-first-verb, deaths per room, checkpoints
phrased as player intentions not instructions ("try to reach the boss" not "press X"),…
Script: welcome/neutral framing (don't sell the game), warm-up, 3-5 task goals
(5-8 finds most issues; more for balancing), screening criteria, consent and recording…
Recruitment: target players vs convenience testers, sample size per round
Runs useful playtests: recruitment, tasks, observation, and unbiased debrief interviews; converts footage into design changes.
Playtest Plan & Qualitative Analysis
(internal then external), and the exact build that will be shown; provide a burndown…