The 2D Rendering Optimization of Parry Nightmare
π
Date: 3/27/2025
π Location: Godot Meetup Tokyo Vol. 4 (in-person)
π¬ Language: Japanese
In this presentation, I explained how the rendering of the Godot-powered 2D game, Parry Nightmare, is optimized in the console port. The presentation centers around instancing and batching, both common optimizations in 2D games. Practical examples and solutions are shown to explain what interferes with 2D automatic batching and how to solve them.
π Location: Godot Meetup Tokyo Vol. 4 (in-person)
π¬ Language: Japanese
In this presentation, I explained how the rendering of the Godot-powered 2D game, Parry Nightmare, is optimized in the console port. The presentation centers around instancing and batching, both common optimizations in 2D games. Practical examples and solutions are shown to explain what interferes with 2D automatic batching and how to solve them.
Non-Destructive Workflow for 2D Action Games
π
Date: 1/18/2025
π Location: unity1week online ε ±ζδΌ #17 (YouTube Live / Zoom)
π¬ Language: Japanese
In this presentation, I introduced a novel (to my knowledge) workflow for gameplay-integrated 2D sprite animations using Unity's Aseprite Importer and Timeline packages. The workflow presented is non-destructive, enabling a smooth workflow that allows artists to iterate freely without breaking Unity assets.
π Location: unity1week online ε ±ζδΌ #17 (YouTube Live / Zoom)
π¬ Language: Japanese
In this presentation, I introduced a novel (to my knowledge) workflow for gameplay-integrated 2D sprite animations using Unity's Aseprite Importer and Timeline packages. The workflow presented is non-destructive, enabling a smooth workflow that allows artists to iterate freely without breaking Unity assets.
Welcome to HAKASE-chan's World!
π
Date: 10/14/2023
π Location: unity1week online ε ±ζδΌ #13 (YouTube Live / Zoom)
π¬ Language: Japanese
In this presentation, I gave a detailed explanation of the game design behind HAKASE vs KAIJU, my award-winning entry to the unity1week Game Jam. A key point of the presentation is explaining why things are designed that way, like how I planned 4 timing-based commands and 1 button-mashing command, so players won't get bored of concentrating all the time to clear the timing-based commands.
π Location: unity1week online ε ±ζδΌ #13 (YouTube Live / Zoom)
π¬ Language: Japanese
In this presentation, I gave a detailed explanation of the game design behind HAKASE vs KAIJU, my award-winning entry to the unity1week Game Jam. A key point of the presentation is explaining why things are designed that way, like how I planned 4 timing-based commands and 1 button-mashing command, so players won't get bored of concentrating all the time to clear the timing-based commands.
Game-Jamming my way into becoming a Game Creator
π
Date: 4/30/2023
π Location: 2023 TSGDF (in-person)
π¬ Language: Mandarin Chinese
In this presentation, I explained in detail what a game jam is, how one goes about participating in one, and why one should start joining game jams. Here, I stressed the benefits of joining game jams, for individuals and for existing teams, and commented on the difference between long-term projects and game jams.
π Location: 2023 TSGDF (in-person)
π¬ Language: Mandarin Chinese
In this presentation, I explained in detail what a game jam is, how one goes about participating in one, and why one should start joining game jams. Here, I stressed the benefits of joining game jams, for individuals and for existing teams, and commented on the difference between long-term projects and game jams.
A PROGRAMMER tried to use Visual Scripting!
π
Date: 4/15/2023
π Location: unity1week online ε ±ζδΌ #11 (YouTube Live / Zoom)
π¬ Language: Japanese
In this presentation, I talked about the practical issues that I encountered when trying out Unity's Visual Scripting in its intended usage - using C# to support and extend Visual Scripting functionalities.
π Location: unity1week online ε ±ζδΌ #11 (YouTube Live / Zoom)
π¬ Language: Japanese
In this presentation, I talked about the practical issues that I encountered when trying out Unity's Visual Scripting in its intended usage - using C# to support and extend Visual Scripting functionalities.