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  • How I Made My First Unity Game In Six Months

    - Louise McLennan
  • Riot Squid is an endless runner/upgrade game for Android, made in Unity, which I made over 6 months during the pandemic as a solo dev. It now has a couple months worth of updates under its belt, but the majority of the game was made in the 6 month span.

    Here's a few of the ways I was able to do this, having never made and released a Unity game before.

    1. Gameplay first
    2. Don't fight the engine
    3. Stop scope creep
    4. Make use of the asset store
    5. Work when you can
    6. Just release it!

    1. Gameplay first

    Starting with the gameplay seems like a no brainer but it can be hard to stick to when you have art/audio/narrative/technologies trying to steal your attention. For Riot Squid I started with an extremely basic prototype based on Crossy Road, but with a physics twist. This was completed in a few days. From here I was able to quickly see that the core game idea was fun, and had confidence to move forward with it.

    2. Don't fight the engine

    Closely connected to point 1, my game design was strongly based on something I knew Unity excelled at, which was 2D physics. This meant I could use a lot of Unity's built in functionality and barely had to write any bespoke code - this made the project much faster than it would have been otherwise.


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