What this devlog is
Unity, Architecture, AI, ProcGen, and technical deep-dives.
I've been building games professionally for a decade. This devlog is where I write about the parts that don't fit in a commit message.
Four areas, roughly in order of frequency:
Game Development in Unity. Most of what I build runs on Unity. The posts here are not "how to use Rigidbody", but the decisions behind the decisions: when ECS is worth the friction, why to roll your own networking or serialization.
Game Architecture and Systems Design. Game dev doesn't talk about architecture the way backend engineering does. I think it should. Patterns that hold up in a 200k LOC codebase aren't obvious, and the ones that don't are worth naming before someone else repeats them.
AI in Game Development. Not NPCs - the tools. I use AI assistants in my daily workflow and have opinions about where they help, where they introduce friction, and what's worth using. Practical observations, not takes.
Procedural Generation. I am a huge fan of procedural content generation (not the GenAI, the old-school one). I experiment with it a lot in my projects, and end up discovering approaches worth sharing.
Technical articles. One-offs when something is interesting enough to write up: a profiling session, a debugging war story, a design bet I got wrong.
No tutorials. No affiliate links. No "top 10 Unity tips" lists.