<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Game Design Jar</title><description>Practical indie game development - engine tutorials, marketing tactics, design craft, and the tools that make shipping easier.</description><link>https://gamedesignjar.com/</link><item><title>Garbage Collection, Explained: Why Your Game Stutters Every Few Seconds</title><link>https://gamedesignjar.com/articles/unity-garbage-collection-explained-frame-stutter/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/unity-garbage-collection-explained-frame-stutter/</guid><description>What garbage collection actually is, why it causes a hitch instead of running quietly, and how to spot the allocations causing your Unity game to stutter.</description><pubDate>Wed, 23 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Your Steam Short Description Is Doing the Work of a Sales Pitch: How to Rewrite It in an Hour</title><link>https://gamedesignjar.com/articles/steam-short-description-rewrite-in-an-hour/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/steam-short-description-rewrite-in-an-hour/</guid><description>Your Steam short description is a sales pitch, not a summary. Here&apos;s how to rewrite it in an hour using a three-pass method, with a worked example.</description><pubDate>Mon, 21 Sep 2026 00:00:00 GMT</pubDate></item><item><title>My failed Kickstarter campaign and how I am bouncing back</title><link>https://gamedesignjar.com/articles/my-failed-kickstarter-campaign-and-how-im-bouncing-back/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/my-failed-kickstarter-campaign-and-how-im-bouncing-back/</guid><description>A breakdown of why my April 2024 Kickstarter for my Unity JRPG failed: the goal, the unplayable demo, the art mismatch, and what I&apos;m doing differently now.</description><pubDate>Fri, 18 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Playtesting Tools for Solo Devs: How to Collect Feedback, Bug Reports and Session Data Without a QA Team</title><link>https://gamedesignjar.com/articles/playtesting-tools-for-solo-devs/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/playtesting-tools-for-solo-devs/</guid><description>A practical rundown of playtesting tools for indie devs: build delivery, feedback forms, bug widgets, crash reporting, analytics, and where to keep it all organized.</description><pubDate>Thu, 17 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Nine-Slice Sprites, Explained: How One Small Image Stretches Into a Panel of Any Size</title><link>https://gamedesignjar.com/articles/nine-slice-sprites-explained/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/nine-slice-sprites-explained/</guid><description>What a nine-slice sprite is, how the nine regions stretch differently, and how to set it up in Unity 6, plus what to watch for when it goes wrong.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Smooth 2D Camera Follow in Unity 6 with Cinemachine 3: Dead Zones, Confiners and Pixel-Perfect Snapping</title><link>https://gamedesignjar.com/articles/unity-6-2d-camera-follow-cinemachine-3-dead-zones-confiners-pixel-perfect/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/unity-6-2d-camera-follow-cinemachine-3-dead-zones-confiners-pixel-perfect/</guid><description>A step-by-step Unity 6 tutorial for 2D camera follow with Cinemachine 3: dead zones, Confiner2D bounds, and pixel-perfect snapping that doesn&apos;t jitter.</description><pubDate>Tue, 15 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Build an Indie Game Press Kit in an Afternoon: The Files Journalists and Streamers Actually Ask For</title><link>https://gamedesignjar.com/articles/indie-game-press-kit-in-an-afternoon/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/indie-game-press-kit-in-an-afternoon/</guid><description>How to build a press kit journalists and streamers actually use: the exact files, screenshot rules, fact sheet format, hosting options and email template.</description><pubDate>Mon, 14 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Six Aseprite Features I Ignored for Two Years, and Now Use on Every Sprite</title><link>https://gamedesignjar.com/articles/aseprite-features-i-ignored-for-two-years/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/aseprite-features-i-ignored-for-two-years/</guid><description>Six Aseprite features that quietly fix the slow, messy parts of pixel art workflow for game dev: tags, layer groups, onion skinning, palettes, export and reference layers.</description><pubDate>Fri, 11 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Capture Tools for Your Steam Trailer: OBS, ShareX, Unity Recorder and the Free Editors Worth Using</title><link>https://gamedesignjar.com/articles/capture-tools-for-steam-trailer-obs-sharex-unity-recorder/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/capture-tools-for-steam-trailer-obs-sharex-unity-recorder/</guid><description>A practical roundup of free and paid tools for recording gameplay footage for your Steam trailer: OBS, ShareX, Unity Recorder, GPU capture, and free editors.</description><pubDate>Fri, 11 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Pixels Per Unit, Explained: Why Your Pixel Art Looks Blurry or the Wrong Size in Unity</title><link>https://gamedesignjar.com/articles/pixels-per-unit-explained-unity/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/pixels-per-unit-explained-unity/</guid><description>Pixels Per Unit explained plainly: what it does in Unity, why the wrong value makes pixel art blurry or the wrong size, and how to pick one and stick to it.</description><pubDate>Thu, 10 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Grid-Based Movement in Unity 6: Tile-by-Tile Player Movement With Collision Checks</title><link>https://gamedesignjar.com/articles/unity-6-grid-based-movement-2d-tilemap/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/unity-6-grid-based-movement-2d-tilemap/</guid><description>Build tile-by-tile grid movement in Unity 6 with Tilemap collision checks, smooth stepping between tiles, and held-key repeat. Full commented C# script included.</description><pubDate>Tue, 08 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Crafting my perfect Turn-Based Combat System: The Risks and Challenges in My Unity JRPG</title><link>https://gamedesignjar.com/articles/jrpg-combat-system-zone-shifting-unity-devlog/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/jrpg-combat-system-zone-shifting-unity-devlog/</guid><description>A devlog on the Zone Shifting turn-based combat system in my Unity JRPG: four zones, the camping problem it created, and the zone-targeting fix I&apos;m testing.</description><pubDate>Fri, 04 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Version Control for Solo Game Devs: Git With LFS, Unity Version Control, Diversion and Perforce Compared</title><link>https://gamedesignjar.com/articles/version-control-for-solo-game-devs-git-lfs-unity-vcs-diversion-perforce/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/version-control-for-solo-game-devs-git-lfs-unity-vcs-diversion-perforce/</guid><description>Git works great for code but breaks on game art. Compares Git with LFS, Unity Version Control, Diversion, and Perforce Helix Core for solo devs and small teams.</description><pubDate>Thu, 03 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Object Pooling, Explained: Why Instantiate and Destroy Cost You Frames</title><link>https://gamedesignjar.com/articles/object-pooling-explained-unity/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/object-pooling-explained-unity/</guid><description>What object pooling is, why Instantiate and Destroy cause frame stutters, and how to build a pool in Unity 6 using ObjectPool&lt;T&gt;.</description><pubDate>Wed, 02 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Build a Dialogue System in Unity 6 with ScriptableObjects (Typewriter Text, Portraits and Branching)</title><link>https://gamedesignjar.com/articles/unity-6-dialogue-system-scriptableobjects/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/unity-6-dialogue-system-scriptableobjects/</guid><description>Build a branching Unity 6 dialogue system with ScriptableObjects: typewriter text, speaker portraits, choice branching and an NPC trigger, step by step.</description><pubDate>Tue, 01 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Steam Tags Are Doing More Work Than Your Trailer: How to Pick the 20 That Actually Get You Seen</title><link>https://gamedesignjar.com/articles/steam-tags-for-indie-games-how-to-pick-the-right-20/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/steam-tags-for-indie-games-how-to-pick-the-right-20/</guid><description>A practical, step-by-step method for choosing Steam tags that actually drive discovery, with a worked example using a pixel-art turn-based JRPG.</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Author Spotlight - How I became a Software Engineer/Game Maker</title><link>https://gamedesignjar.com/articles/author-spotlight-how-i-became-a-software-game-engineer/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/author-spotlight-how-i-became-a-software-game-engineer/</guid><description>No degree, no shortcuts: how a stockroom job, pizza delivery, and a call center desk led to a career in software - and what that path teaches about learning game dev.</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Game Audio on a Zero Budget: Free SFX Libraries and Editing Tools</title><link>https://gamedesignjar.com/articles/free-sound-effects-for-indie-games/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/free-sound-effects-for-indie-games/</guid><description>A practical, no-budget guide to indie game audio: where to find free SFX, how licenses actually work, and how to edit them in Audacity.</description><pubDate>Thu, 27 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Delta Time, Explained: Why Your Game Runs Faster on a Faster PC</title><link>https://gamedesignjar.com/articles/delta-time-explained-unity/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/delta-time-explained-unity/</guid><description>What delta time actually is, why frame rate isn&apos;t a clock, and the exact spots in Unity (and other engines) where multiplying by it helps or quietly breaks your game.</description><pubDate>Thu, 27 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Build a JSON Save System in Unity 6: Save and Load Player Progress the Right Way</title><link>https://gamedesignjar.com/articles/unity-6-json-save-system-tutorial/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/unity-6-json-save-system-tutorial/</guid><description>A complete Unity 6 tutorial for building a JSON save system with JsonUtility, ISaveable objects, save slots, autosave, and versioning.</description><pubDate>Tue, 25 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Best Pixel Art Software for Game Dev: Aseprite, LibreSprite, Pyxel Edit, Krita and Pixquare Compared</title><link>https://gamedesignjar.com/articles/best-pixel-art-software-for-game-dev-compared/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/best-pixel-art-software-for-game-dev-compared/</guid><description>Aseprite, LibreSprite, Pyxel Edit, Krita and Pixquare compared for real game dev work: animation, tilesets, export, and engine import settings.</description><pubDate>Mon, 24 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Coyote Time and Jump Buffering in Godot 4 (With Full Code)</title><link>https://gamedesignjar.com/articles/coyote-time-jump-buffering-godot-4/</link><guid isPermaLink="true">https://gamedesignjar.com/articles/coyote-time-jump-buffering-godot-4/</guid><description>Two small input tricks that make Godot 4 platformer jumps feel fair instead of frustrating. Complete CharacterBody2D script, tuning values, and common pitfalls.</description><pubDate>Tue, 18 Aug 2026 00:00:00 GMT</pubDate></item></channel></rss>