2D Optimalization: Part One
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Optimalization is important, especially when it comes to 2D games which are heavy on resources. At first optimalization doesn't sound as anything exciting or creative but as it turned out it's not quite the truth. I'm still a beginner to optimalization but I want to share the methods I've acquired over the time I've been using Unity. My primary issues so far were always a huge amount of resources that caused my scenes to have a long loading times as well as making the build size quite big. So the goal is to reduce both. Note that this post will be focused on optimazing a 2D game in Unity engine.
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No such thing as a release date
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In the first dev blog here at Early Feelings I've told you I won't be posting about the progress of the game. This is an update on this topic. My game won't have a release date. To keep me safe.
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Where did it all started?
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You know I've been thinking about how did I got to this point. Where did it all started? What was my inspiration? And as you already know I'm doing game development since 2014 while the current game I'm working on is being in development since 2018, but that's actually not where it all originated.
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Getting the size finally right
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There's one thing in Unity that was really irritating me but I've finally managed to get it right. While Unity UI layouts are pretty sweet, they can also be quite tricky. I want to share this in case someone else runs into a similiar problem as it cost me a lot of pain.
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Both good and bad for the same reasons
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I've been meaning to write a post about game engines for a while now. My first game engine was Visionaire studio. I was using it for 3.5 years before I've switched to Unity engine. Now after some time of active use of Unity I'm finally able to tell whether it was a good decision or not. I loved Visionaire, it looked modern and it was really easy to use but the same reasons that makes Visionaire studio an amazing engine are the same that also made me leave it.
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Developer Blog
Welcome to the story of my game. A lot has happened since 2014 where the game has its roots. The actual development has started in april 2018.

I'll be sharing my thoughts and ideas as well the news though that's not gonna be the main focus.

The game is being developed in Unity3D and Adobe Animate CC.
The team
Hi, I'm Keks.
I'm currently working on the game alone. I've started doing animations in 2007 and since 2010 I'm a member of the animation Madmen Pictures studio. This game is my solo project.
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Keks 🍪
Artist, Animator & Game Developer
@earlyfeelings
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Early Feelings
An Indie Game Development Studio
🍪 @pickeks
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