Friday, March 17, 2023

Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17


Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey, chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021. 

I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all game designers / devs. It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. There's also a thrill of access, where the camera captures vulnerable moments it wasn't quite supposed to see. The most epic public post-mortem ever.

As a public service, I've written a short text summary and some notes for each episode. This recap post / viewing guide covers only the first half of the series (episodes 01-17) and I'll try to write-up the second half later.

SPOILER WARNING: obviously, these recaps spoil what happens in each episode.

Monday, January 2, 2023

Unity WebGL tips / advice in 2023

I recently released a Unity WebGL game and the process was a bit painful. Here's what I learned...

In summary: 

  • I was using built-in pipeline and didn't try URP. (HDRP is definitely out of the question btw)
  • Unity WebGL support isn't bad, and WebGL performance is even OK, as long as you treat it like a ~2015 mobile device in terms of capability and performance. Don't throw a lot at it, especially because iOS browsers can't do a lot...
  • ... because it's 2023 and iOS WebGL performance is still pretty shitty even with Apple's promised ANGLE WebGL 2.0 support. You should expect to do a lot of mitigations and workarounds just so iPhones and iPads don't explode. Meanwhile, Windows and Android browsers are generally solid and reasonable. (In case you can't tell, I'm pretty annoyed with Apple.)
  • Here's what'll happen to you: your WebGL build tests on your desktop browser will work fine and you'll be pleasantly surprised... and then you'll try it on an iPhone and it'll be a mild disaster where you spend a week or two fixing all the various ways it explodes.

(Note: this is current as of Unity 2021.3.11 LTS + iOS 15.)