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To put that in perspective, I have been working on an iPad game called DEKAI since May of last year in Unity3D, a game engine which I love. But since DEKAI is a four-player 2D centralized shump, I spent most my time optimizing the game. I hacked together shaders, I used SpriteManager, automated my sprite atlas pipeline, and I learned way too much about iPad optimization. So, even though the initial prototype for DEKAI was done in 7 hours while I was on a plane, bringing the game to completion on a mobile device was still proving to be tedious.