Hi there đź‘‹

Welcome to this blog! My name is David Amador and I’m a game developer trying to run my own studio. Here’s a few links where you can also find me.

Let's Talk About Alien Romulus

👽 So, is it back? I like the Alien franchise a lot and tend to talk about it more than I probably should. But if I narrow it down, my focus is mostly on Alien and Aliens — two of the best sci-fi movies ever made. Then we had the weirdness of Alien³ and Alien Resurrection, which had some cool action but also a ton of questionable decisions. Prometheus started as something separate but eventually merged into the Alien universe; and while I think it has its merits (especially the visuals and large-scale sci-fi world-building), there are plenty of head-scratching and plain dumb moments. And Covenant? Oh I don’t even want to talk about that one, it exists. ...

November 17, 2024 Â· 12 min Â· 2476 words Â· David Amador

Gamedev tricks used by developers

🧵 origin thread In 2018 I started a thread on Twitter (later renamed X 🙄) where I shared some game development tricks devs used to get around bugs, software, hardware and/or time constraints. Later I kept adding more posts to that thread, and there’s some cool information there. But because I now went through the process of replicating that thread on both Mastodon and Bluesky; it got me thinking, I should probably put this on my own blog, a single post, which is easier to read, also in case those websites are ever gone. If I find more I’ll add them later. This page may take a bit to load due to images, gifs videos etc. ...

November 15, 2024 Â· 7 min Â· 1414 words Â· David Amador

Quest of Dungeons turns 10 years old!

📝 It’s been 10 years It’s around 11 a.m. as start to type this. 10 years ago at this hour, I was at my day job, trying to focus and not be distracted by the fact that later that day, at around 18h, Quest of Dungeons was being released on Steam and iOS. For the first time, players around the world could try it. I was quite anxious about this; it had been a few years in the making, mostly nights and weekends. I had little idea of what to expect, but being on Steam was simultaneously exciting and terrifying. What if people hated it? ...

March 25, 2024 Â· 13 min Â· 2750 words Â· David Amador

Converting the blog from WordPress to Hugo

Yesterday, I shutdown the VPS that has been hosting all my websites for the last ~10 years. I’ve moved everything to static content, including this website. 📝 WordPress Since the very beginning (~2008) this blog has been powered by WordPress, it served me well, it worked, had a nice backend to make the posts, plugins and themes. After a couple years I moved from shared hosting to a VPS, I had other websites and services I needed running and all in same machine was better and cheaper. But WordPress needs a lot of things, PHP, MySQL, maintenance in all those moving parts. ...

January 27, 2024 Â· 6 min Â· 1253 words Â· David Amador

game5 devlog #2

I missed last week devlog, mostly because I did almost no progress but also because it was a bad week overall, personally and in terms of work, nothing too bad but you know that feeling when you barely made any progress, despite tons of work hours? So one of those weeks. But onto game5 progress. Importers I managed to finish some of the importers (spreadsheets -> ScriptableObjects + prefabs) that I was working on, right now I can just glance over values on a spreadsheet, tweak, and have it export all the Scriptable Objects, generating the prefabs with corresponding data and images and test them. I could have made the game parse the spreadsheet at boot time and create them, but I decided against it, I want to generate this process offline. One of the reasons is because I have more control over not replacing existing items GUIDs (to keep and existing links), and also I can tweak any individually generated files manually, if I need to. ...

October 15, 2023 Â· 4 min Â· 820 words Â· David Amador

game5 devlog #1

Nothing announced, not even a name decided, but I want to vaguely blog about it as a means of brainstorming with myself. I’ll be vague as heck until I’m sure I have something worth “here’s a new game”, if that ever turns out to be the case. So this week’s it’s progress on my “on-going not yet announced game because not ready and might be bad” game, which I decided to for now on call Game5 here, so it’s easier to know what we are talking about. ...

October 2, 2023 Â· 4 min Â· 685 words Â· David Amador

Unity enshittification round 2, moving on to custom tech.

After mostly a week of anxiety, for thousands and thousands of developers, Unity changed the rules again, and first glance, it’s better for the immediate problems it would cause for active and in-development games. They removed the retroactive aspect of the “pay-per-game-install”, so only for someone on Unity 2023 LTS+ (launching next year) will that apply, current projects will not be affected. Small relief, as long as we can keep using existing versions with current Terms of Service. This will be impossible on mobile and consoles in a short time frame due to SDKs, but for PC should be fine. ...

September 24, 2023 Â· 4 min Â· 684 words Â· David Amador

The Unity enshittification, proprietary tech dangers, and mostly not talking about what I'm doing.

So this was an “eventful” week in the game dev community. Unity, one of the most well know, and used game engines out there, after years of doing mostly good for the community, pulled a reverse card and broke years of trust the community had on them. Unity announced that they are retroactively charging (for example $0.2) for each game install, after developers hit a certain yearly revenue threshold, which sounds insane. ...

September 16, 2023 Â· 4 min Â· 830 words Â· David Amador

Some things to consider in multi-platform gamedev

Decided to write a couple things I feel can help a game in the long run when it comes to porting it to other platforms. It’s always inevitable we have to change elements in a game when targeting a new console/device we never considered, but some considerations, if done from start can save a lot of time, headaches, porting budget, and equally important, avoiding introduction of new bugs due to code changing drastically. These are based on observations I made on a couple dozen projects that crossed my desk, I don’t expect this to be news for someone who’s been in the field for a while, and might even be “too basic” for many, but hopefully it can help someone, since I’ve seen these many times. ...

September 4, 2023 Â· 8 min Â· 1502 words Â· David Amador

What is Mastodon, and why does it matter that it's decentralised?

> At the bottom of the article I added a couple links that help finding your Twitter following/followers on Mastodon and follow them With the recent Twitter purchase, change of ownership and rules, a lot of people are leaving the platform or just searching for alternatives. Among other platforms one that keeps showing up as an alternative is Mastodon, but change is always hard, some people have been on Twitter for years, so what exactly makes this any different? ...

November 6, 2022 Â· 5 min Â· 951 words Â· David Amador