Original Author: Dennis Piatkowski
I typically end up dealing with all the junk most projects don’t think about until a week before release and they realize that not all devices act the same, and we can’t fit the game into the 100mb limit.
I am a twenty year game developer veteran. From humble beginnings as a shepard I rounded out my skills in application development, eventually building a business porting games from Windows to Mac the hard way. Working in mobile game development for many years with my own engine, working with Unity3d felt like coming home.
Additional Support: ClutchPlay Games, LLC
I’ve been a part of this fantastic team for years now. From them…
ClutchPlay Games is an independent game developer, located in not-so-sunny yet idyllic Portland, Oregon. We make ridiculously fun games for the mobile devices (iOS and Android) as well as PC and Mac. Our Co-Founders are veterans of EA, Maxis, ngmoco:) and 2K Games. Between us, we have extensive experience developing original and work-for-hire titles using various technologies including Unity, Java, Objective C, C++ and our own native engine.
The company was founded in 2012, when the studio we’d all been working for was unceremoniously downsized. At the time, it was the only major game studio in Portland.
I joined their stable in 2016 as one of their engineers. We’ve been through death and life together. This project wouldn’t be possible without them. Now they are available to back me up when there’s more to do than I can handle alone.
This started as a side project for the old generation of Unity3d asset bundles. The project could do all kinds of useful things, including dealing with asset soup and automatic dependency calculations, things that didn’t exist at the time.
By the time I shipped the game that needed it, Unity3d 5 was released with a completely different setup that seemed to make my old version unnecessary. It was a couple years before I was put on another bundle-based project. This project was using the old generation system. A choice had to be made: install my old-tech side project, or write a new one based on Unity 5’s new tech. Rather than install known deprecated technology, I started integrating Unity 5 bundles.
I quickly realized the new sample code from Unity had significant issues. So I hardened it. And then found that ‘automatic dependency tracking’ means it would create many copies of assets, unless the project did something about it. So I took that portion of the original project, which now survives here to make life easier for all!