SQYD.studio

Independent game development that follows the fun.

Dev Blog

Here you’ll find musings on our game development journey. Including the troubles and triumphs of our current work; some thoughts on structure, engine, assets, and lessons learned; and maybe the odd essay about designs in other games we feel are particularly interesting.

Updated weekly (in theory).

  • Note Taking with Obsidian – Or, How the Coolest Note-Taking App I’ve Ever Used Tanked My Productivity By Being So Gosh Darn Neato

    Hello anyone! It’s been one heck of a week- for a whole lot of reasons. As an alternative to despair, I’m going to try to blog about things in my life that I can control. Oh no! Now I’m wondering if I actually have any control over my life at all! Is free choice possible?…

  • Refactoring Gobland 4 – What the Heck is a Goblin?

    Hello anyone! I’m back. Bloggin’ fast and loose with another edition of Refactoring Gobland. This week I’m going to explain what a Goblin is. Not in an abstract way- we all know what a goblin is even if we can’t perfectly articulate it- but in a game dev way. I want to walk you through…

  • New Year, New Routine: Let’s Make it Stick

    Hello anyone! It’s a new year. For some reason that makes people, like me, motivated to break routines and forge new healthier habits. In the spirit of new year’s resolutions I’ve setup a new dev schedule. Antithetical to the spirit of new year’s resolutions, I’m going to stick to this schedule and I won’t let…

  • First Post of 2025: A Ramble About Cyberpunk 2077

    Happy new year anyone and everyone! I haven’t touched game dev in the last two weeks. I had some time off work, spent time with some friends and family, got COVID and recovered from it,  then I spent a week doing whatever the heck I wanted. It was a great way to roll into 2025-…

  • Refactoring Gobland 3: How to Talk to Your Developer about Premature Optimization

    We’ve all heard the phrase: “When all you have is a hammer every problem looks like a nail”. If you somehow hadn’t, you have now. It’s pretty true in most cases- at least for me. That’s why I’ve spent a good deal of time over the last two months trying to expand my toolbox and…

  • Refactoring Gobland 2: A Clean Project with Unity 6

    Hello there. It’s been a minute. This is part 2 of a however many part series – Refactoring Gobland. The first part is here if you care to read it.  This week I opened up a brand new project in Unity 6. There’s something satisfying about having a clean slate. There are no mistakes (yet)…

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