Michael ShortinspaceapetechJenkins PipelinesHow we created a Jenkins Pipeline Shared LibraryJun 19, 20192Jun 19, 20192
Michael ShortinspaceapetechAttaining Maximum Performance with Automated TestsPerformance AdvisorMar 21, 2019Mar 21, 2019
Michael ShortinspaceapetechRealtime Mobile Performance LoggingMeasuring the performance stats of your game across thousands of mobile devices is a daunting task. See how we do it at Space Ape Games.Nov 15, 2018Nov 15, 2018
Michael ShortinspaceapetechPhysically Based Shading on MobileFollow us on our journey to develop a AAA, mobile friendly PBR pipeline in Unity.Oct 30, 20181Oct 30, 20181
Michael ShortinspaceapetechOptimising our shadows in UnityWe have a projected shadows system that we use in a few of our games. Very much like a shadow map, it involves rendering objects from the…Sep 25, 2018Sep 25, 2018
Michael ShortinspaceapetechCrowd Rendering on mobile with UnityOne of the artists came to me one day and asked “What’s the best way to render a crowd in our game?”. Being a mobile-first studio, it’s not…Sep 18, 2018Sep 18, 2018
Michael ShortinspaceapetechMotion Blur for mobile devices in UnityWikipedia defines motion blur as:Sep 6, 2018Sep 6, 2018
Michael ShortinspaceapetechShared Unity Code: The ImplementationIf you haven’t already read it, take a look at the first in this two parter. It covers the journey we took and why we decided to give Nuget…Jul 5, 2018Jul 5, 2018
Michael ShortinspaceapetechSharing Unity Code: The JourneyAt Space Ape we have a lot of shared code which we use across all of our projects. As of now, we have 57 shared code modules; these range…May 31, 2018May 31, 2018