UIBuzz - Software and game development

PODCAST · technology

UIBuzz - Software and game development

I love making software. I also love sharing that experience with others. I explore it all in this Podcast, from apps to games and in between. From developers just getting started to professionals. We all have something to learn and share with others on our journey.

  1. 81

    Blender and Anthropic: Funding and Fallout

    This week, I'm diving into the recent announcement that AI company Anthropic is financially supporting Blender, the beloved open-source 3D modeling tool. Anthropic pledged 240,000 euros as a corporate Patron member — but the community pushback was swift.Blender responded transparently, apologized to the community, and agreed to seek broader input going forward. The arrangement was also restructured from an ongoing membership to a one-time payment.My take? Nothing wrong happened here. Blender needs financial support to thrive, and a little community patience goes a long way.Buy me a Coffee and help this Podcast survivehttps://peterwitham.com/bmc ★ Support this podcast ★

  2. 80

    What to do when you make a feature in a game too good?

    In this episode, I dive into a fascinating challenge with my hacking game, Project Hack.A developer played it, wrote a script that instantly hacked all available server money, and exposed a major design problem I hadn't considered. Now I'm wrestling with how to reward skilled players without breaking the early game experience.Play the game now on early pre-release on itch.ioI'd love your feedback — https://pwitham.itch.io/projecthack/community ★ Support this podcast ★

  3. 79

    My Godot 3D experiences and Unity China Packages

    In this episode, I share my surprisingly positive experience diving into 3D game development with Godot.Despite what I'd read online, performance has been more than acceptable for my current project.I also walk through my mixed results exporting 3D assets from Unity into Godot — models come in fine, but texturing can be a mess.I'm seriously considering a ~$30 plugin to streamline the workflow.Contact mehttps://peterwitham.com/contactCould you show your support by buying me a coffee?https://peterwitham.com/bmc ★ Support this podcast ★

  4. 78

    Back it up off site! Because you should!

    I'm sharing a crucial reminder about data protection: automate your offsite backups now. I've seen too many drives fail over the years.Whether you're using GitHub, cloud services, or your own home lab, make sure you have encrypted remote backups.One day, it might save everything you've created. ★ Support this podcast ★

  5. 77

    Pivot to Web-based Tech for Scripting in Project Hack

    I'm pivoting my hacking game Project Hack from Unity to web technologies—React, TypeScript, and Vite.This shift lets players write JavaScript scripts to hack in-game, using the Monaco editor and a custom terminal. I'm building for desktop with Tauri and adding D3.js for network visualizations.The game now supports multiple playstyles: click-based or code-based hacking. It's live on itch.io in early development. This approach eliminates engine constraints and accelerates feature development.Check it out at projecthack.net and share your feedback! ★ Support this podcast ★

  6. 76

    My experiences with AI-assisted Android porting of iOS apps

    Hey everyone! In this episode, I'm sharing my journey of converting my iOS apps to Android using AI assistance—and honestly, I didn't expect it to work this well.What I Covered:I've been getting constant requests to bring my Job Finder Tracker and Sub Radar apps to Android, but learning Kotlin from scratch wasn't realistic with my limited time outside the day job. So I decided to try a different approach: using Claude Code AI to help convert my existing iOS apps.The Process:Working with Claude Code and an Android developer friend, I fed the AI my handcrafted iOS source code and asked it to analyze the architecture, technologies, and features. It came back with a solid five-phase plan:Phase 1: Build data structures and database (replacing Core Data with Room)Phase 2: Create UI with basic CRUD operationsPhase 3: Add advanced features like calendar and local notificationsPhase 4: Set up syncing capabilitiesPhase 5: Testing and refined features like PDF importingThe Results:In less than 12 hours of work time, I went from nothing to a fully functional Android app. About 90% of the conversion was handled by AI, with manual tweaking needed for specific features like customizable push notifications. The app now runs beautifully, even on my ancient test tablet.Key Takeaway:AI alone wouldn't have gotten this right, but by feeding it a well-architected project I'd built by hand, it got me most of the way there. This approach lets me learn Android development while getting apps to market quickly.Moving forward, I'll be building all new apps for both platforms from the start, keeping me platform-independent and flexible for whatever trends come next.Check out Job Finder Tracker at https://www.PeterWitham.com/jftSupport this podcast by buying me a coffee, this keeps the podcast advertising free with no interruptions ★ Support this podcast ★

  7. 75

    My thoughts on the 2025 game awards

    In this episode, I share my thoughts on the 2025 Game Awards, celebrating indie developers and questioning the hype around AAA game trailers with distant release dates. I discuss the rising costs of games, shifting audiences, and why smaller, more creative titles are winning my attention. Please tune in for my honest take on where the gaming industry is headed! ★ Support this podcast ★

  8. 74

    Game balancing is hard

    Game Development Challenges and InnovationsI've been busy with my game project, Project Hack, making significant UI changes and integrating new features like a leaderboard. Balancing gameplay is a major challenge, but I've devised strategies to keep it fair. Looking forward to sharing more progress and insights with fellow developers. Follow for more updates on my game and app projects!Mentioned in this episodeProject HackSub Radar subscription tracking appContact mepeterwitham.com/contact ★ Support this podcast ★

  9. 73

    AI for Unity game development, my experiences

    In this episode, I share my journey of using AI tools like Claude Code and Bezi to solve real-world Unity game development problems—cloud saves, player management, and handling large numbers. I discuss what worked, what didn’t, and why specialized AI tools can make a significant difference. If you’re a game dev hitting roadblocks, check this out and let me know your thoughts in the comments!Video versionhttps://youtu.be/2QEJyDjMzb4 ★ Support this podcast ★

  10. 72

    My experiences with Cursor for creating applications

    In this UIBuzz episode, I discuss using Cursor, an AI-enhanced IDE based on Visual Studio Code, to build a React app and then a SwiftUI app. Despite some issues, Cursor efficiently handled tasks, proving to be a valuable tool for developers.Reach out to me at PeterWitham.com ★ Support this podcast ★

  11. 71

    The Pros and Cons of using Prebuilt Assets

    Here are some thoughts on using prebuilt assets to build your games and apps. Personally, I think it's fine to use them, but I want to offer both sides for consideration.(00:00) - Introduction (01:14) - The Pros (03:47) - The Cons (06:55) - Contact me on X (07:25) - Support the Podcast Support the Podcasthttps://peterwitham.com/bmcContacthttps://peterwitham.com/contact ★ Support this podcast ★

  12. 70

    How Warframe got free to play right and everyone else gets it wrong

    In this episode, I discuss Warframe, an amazing free-to-play game. I highlight its fair monetization, cross-platform play, and community engagement, contrasting it with the failures of other AAA studios. I encourage listeners to try Warframe and support its developers if they enjoy it.Try Warframe at warframe.comReach out to me at www.peterwitham.com/contact ★ Support this podcast ★

  13. 69

    Project updates and my thoughts on the Bungie game studio layoffs disaster

    In this episode of the UIBuzz podcast, I return after a month's break to discuss my recent projects and a concerning trend in the gaming industry. Including an update to my "Endless Hurdles" game timed with the Olympics, learning Blender for 3D graphics, and developing a new macOS project management app.I also delve into Bungie's layoffs, scrutinizing management's decisions and their broader implications for the gaming industry. I share my frustration over the industry's treatment of employees and encourage a shift towards valuing and nurturing talent.Listeners can join the conversation with me on X @UIBuzz and find more details about my projects on PeterWitham.com and my live streams on twitch.tv/compileddev. ★ Support this podcast ★

  14. 68

    Learning Blender in public and a great video resource, plus game testing advice

    I talk about my experiences learning Blender in public to create some 3D assets for my games. Then I discuss testing on multiple devices to get a real feel for performance problems with your apps and games.Mentioned in this episodeMy Godot Endless Runner video courseJoey Carlino's excellent Blender modeling video ★ Support this podcast ★

  15. 67

    Everything you do has value

    In this episode of the UIBuzz podcast, I delve into the important topic of valuing your time. I discuss why it's essential to recognize the worth of your time and the fine line between offering services for free and charging a monetary value for your efforts.I give practical advice on handling changing circumstances, especially when transitioning from offering free to paid services, and stress the importance of not feeling guilty about charging for your work.I encourage listeners to reflect on what their time is worth and to find a balance that works for them.I emphasize the need not to feel bad about charging for your services if your situation changes and you can no longer offer them for free.Thank you for tuning in! If you have opinions on this topic, contact me at PeterWitham.com/contact.Share this episode with someone who might benefit from this perspective. ★ Support this podcast ★

  16. 66

    Should you use 3rd party services or make your own for game backends?

    I want to add a cross-platform leaderboard to my updated rebuild of Endless Hurdles. There are two options.1. I build my own2. I use a 3rd party serviceIn this episode, I will discuss the pros and cons of both options in the hope that it will help you when you need to make similar choices.Play Endless Hurdles for iOShttps://peterwitham.com/ehContact mehttps://peterwitham.com/contactCould you show your support by buying me a coffee?https://peterwitham.com/bmc ★ Support this podcast ★

  17. 65

    WordPress to Astro site conversion

    I have spent the last few weeks deeply investing in converting my site PeterWitham.com from WordPress hosting to static site generation through Astro. It has been an intense couple of weeks to beat my deadline before the WordPress hosting renews for another year. In this episode, I share tips and thoughts to help you do the same.Mentioned in this episodeAstroTailwindCSSContact me  ★ Support this podcast ★

  18. 64

    Solo vs team game development

    Some thoughts on the wins and losses of developing a game by yourself versus a team.I welcome your participation in the show and discussion of this topic.(00:00) - Introduction (00:14) - Solo game development (03:53) - Buy me a Coffee (04:52) - Contact Me Contact me to share your thoughtshttps://peterwitham.com ★ Support this podcast ★

  19. 63

    Update on porting my game from Unity to Unreal Engine

    In this episode of the UIBuzz podcast, I explore the journey of updating and porting my Unity game to Unreal Engine.Delving into blueprints, I share my experience transitioning from traditional coding to a more visual approach. Embracing the efficiency and creativity that blueprint coding offers.I discuss the ease of logic implementation and the abundance of resources available in the marketplace. While highlighting the time-saving benefits of utilizing plugins, I emphasize the importance of focusing on innovation rather than getting lost in technicalities. Reflecting on the challenges faced with publishing and exporting on iOS, I advocate for streamlined workflows to simplify the process.Despite the hurdles, progress on the game remains steady, with dedicated development time each week. Stay tuned for more updates and insights on the evolving development journey!As mentioned in this episodeBlog post - Porting from Unity to UnrealMy Godot Endless Runner video courseMy Live streamingSupport this and future work by buying me a coffee. Thank youhttps://peterwitham.com/bmc ★ Support this podcast ★

  20. 62

    Project Hack game updates (Unreal Engine)

    In this episode, I am catching up on my indie game, Project Hack. I want to share my progress and plans as I build out the multiplayer version in Unreal Engine.This is a fun passion project for me, and it fills the gaps between work and side projects that need to be done.You can find the blog posts athttps://peterwitham.com/p8k ★ Support this podcast ★

  21. 61

    Achievement system in your games for retaining players

    In this episode, I discuss the importance of adding achievements to games after implementing a leaderboard in my iOS game. I explain achievements, how they benefit player engagement, and how they extend the game's lifespan. I share examples like jumping hurdles and seasonal events to keep players coming back. Achievements provide goals, a sense of accomplishment, and friendly competition. I encourage game developers to integrate achievement systems for an enhanced player experience and competitive edge.Join me on the podcast to share your game and app development thoughts.https://peterwitham.com/contactYou can also show your support by buying me a coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  22. 60

    Are Web Apps the answer to App Store problems?

    In this episode of the UIBuzz podcast, host Peter Witham discusses the increasing challenges and restrictions app developers face when using app stores.He highlights the need to explore alternative options, particularly web apps, to solve these problems. Peter emphasizes the advantage of web apps in terms of cross-platform compatibility and the ability to write code once. However, he acknowledges the difficulty in providing the same user experience as native apps, especially with the simplicity of one-click installs and home screen icons.Peter believes that solving this problem will significantly contribute to the usability and popularity of web apps. He mentions the growing importance of web browsers, even on devices like the Apple Vision Pro, and wonders about the potential of other headsets.Peter admits that he is not up to date with the latest web app technologies and asks for suggestions and recommendations from the community. He encourages listeners to share their thoughts and even invites them to join the show as guests to discuss this topic further.Peter concludes by emphasizing the relevance of considering web apps as app stores become more complex regarding rules and revenue sharing.As mentioned in this episodeEU and US Apple AppStore ChangesContact mehttps://peterwitham.com/contactYou can also show your support by buying me a coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  23. 59

    Godot 4 Android Performance

    I have found that the performance on Android of a Godot 4 exported game is just dreadful—some questions and observations in this episode.You can also show your support by buying me a coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  24. 58

    Adding a leaderboard to my game and why you should think about them

    In this episode of the UI Buzz Podcast, I discuss adding Game Center support to my SpriteKit game. Adding game services, like leaderboards, can enhance the gameplay experience and encourage friendly competition. Integrating GameCenter was surprisingly easy, and it handles user accounts and cheating prevention. Resetting the leaderboard every seven days ensures fairness. I also mention the potential for implementing an achievement system tied to specific events. Game services can be used with different game development environments.Also, I'm working on a Godot Engine video course and invite listeners to sign up for updates.As mentioned in this episode,Godot video course notification signupYou can also show your support by buying me a coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  25. 57

    AAA Games are boring and uninspired, long live the indie game

    In this episode of the UIBuzz podcast, I discuss the issue of AAA games not meeting players' expectations and feeling bored and uninspired. The problem stems from game companies sticking to a successful formula and releasing new content that feels repetitive. For example, first-person shooters and multiplayer online games offer the same gameplay with minor additions. This lack of substance in DLCs and expansions has made players skeptical and turn to indie games for more exciting experiences.I highlight the importance of indie game developers who take risks and create unique and experimental games. The rise in attention towards indie games challenges the dominance of AAA games with their hype-driven marketing. Support this and future work by buying me a coffee. Thank youhttps://peterwitham.com/bmc ★ Support this podcast ★

  26. 56

    My game development and Godot course plans for this year

    I discuss my plans for game development, including my first 3D game, and the importance of learning, planning, and following best practices. I also talk about existing 2D games and building a video course on building a 2D runner game with the Godot engine.As mentioned in this episodeLivestreamContact meSupport this and future work by buying me a coffee. Thank youhttps://peterwitham.com/bmc(00:00) - Introduction (00:18) - This years game development plans (00:33) - My first 3D game (05:13) - My 2D game plans (07:44) - My Godot video course (10:55) - Livestream (11:17) - Buy me a Coffee (12:15) - Twitter/X ★ Support this podcast ★

  27. 55

    Creating and Managing Unreal Engine UI Widgets

    I cannot think of a game that does not have some UI. In Unreal Engine, widgets are the answer to creating and displaying a UI. In this episode, I'll explain how I create and manage them based on research for best practices and suggestions.As mentioned in this episodeProject Hack update blog postPlease show your support by buying me a coffeehttps://peterwitham.com/bmcContact Mehttps://peterwitham.com/contact(00:00) - Introduction (00:21) - Unreal Engine Widget workflow (00:58) - ProjectHack updates (02:17) - Creating a Widget Blueprint (03:26) - HUD Class (04:07) - Adding widgets to the screen (11:07) - Twitter (11:15) - Buy me a Coffee ★ Support this podcast ★

  28. 54

    Kotlin Multiplatform 2024 Roadmap released

    In this episode, JetBrains released the Kotlin multiplatform roadmap for 2024. Learn more about the exciting developments in Kotlin multiplatform for next year.As mentioned in this episode,JetBrains Blog postFleetSupport this and future work by buying me a coffee. Thank youhttps://peterwitham.com/bmc ★ Support this podcast ★

  29. 53

    OpenAI changes, SpriteKit development updates, Web dev and content migration

    A couple of different topics in this episode.- OpenAI is looking to change the ways smaller developers use the services- SpriteKit development continues with updates to my game for the Xmas event- Web development and content migration planning is something that takes a lot of timeAs mentioned in this episode,118+ things I didn't have to do this weekAstro.buildSupport this and future work by buying me a coffee. Thank youhttps://peterwitham.com/bmc ★ Support this podcast ★

  30. 52

    My love hate with WordPress (Hosting?) compared to static sites

    Yep, it's time to discuss my relationship with WordPress and WordPress hosting. Let me sum it up: I love WordPress. But let me also say I love performance for site visitors more. Some thoughts in this episode that might help you decide which way to go and also rethink what the problem might be with your WordPress sites. ★ Support this podcast ★

  31. 51

    Unity CEO is out, the problem still exists

    Now that Unity has seen sense and dropped arguably the most unpopular person in not-so-recent gaming history, is the water safe to return? Well, no, the sharks are still circling. Plus, so many game studios are currently suffering from layoffs and closure. ★ Support this podcast ★

  32. 50

    My Godot game engine experiences

    After learning how the Godot game engine wants me to work, I have put a few thoughts together and would like to share them with folks considering switching or starting with the tool.(00:00) - Devlog - My Godot game engine experience (01:07) - Download Endless Hurdles on iOS (01:49) - My plan of attack for learning (03:38) - Things I like in Godot (08:49) - My advice for transitioning (09:52) - The weird bits (10:35) - Final thoughts (12:29) - Endless Hurdles 1.1 Halloween Event released (13:59) - Contact me ★ Support this podcast ★

  33. 49

    The latest Unity pricing changes (rollbacks) and my thoughts

    Unity sent an email detailing their latest changes on Friday, September 22nd. More accurately, reversal of changes in an attempt to stop the bleed to their user base. I go over those changes and share my thoughts on this whole mess from the perspective of an indie game and professional software developer.As mentioned in this episode,Unity's open letter to the community on their blog. ★ Support this podcast ★

  34. 48

    Dev Log - Game updates + SpriteKit vs Game Engines

    In this episode, I share my thoughts on the experience of developing my game with SpriteKit and how it compares with other game development tools. I use my planned game updates for the remainder of the year as a benchmark for the pro's and con's of SpriteKit vs game engine tools.As mentioned in this episodeMy Endless Hurdles iOS gameYou can support this content by buying me a Coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  35. 47

    My Starfield thoughts after24 hours of game play

    As an avid gamer, I have played Starfield like mad since it dropped on early access. To that end, I have some thoughts and tips for those considering the game. There are no spoilers here, so there's no need to worry about that. See the chapter list for a breakdown.(00:00) - Introduction (00:38) - A players perspective (01:37) - Don't rush it (02:25) - The game adapts to your choices (03:41) - There is a lot to explore on foot (05:29) - Building outposts (07:48) - Cut scenes as loaders (09:28) - Get an S class ship and suit at the start (10:14) - Ship building tip (12:23) - Missions and quests (13:40) - Skills and talents (14:59) - The reality of walking in space (16:23) - Lessons for game developers (17:18) - Want to discuss Starfield? (17:59) - Buy me a Coffee (18:38) - Twitter You can support this content by buying me a Coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  36. 46

    Project and timeline planning really does help. An example

    How I use lite project and timeline planning for my side projects to stay on a schedule and keep myself accountable. I'm using my Endless Hurdles updates as examples of making this manageable and attainable.As mentioned in this episodeEndless Hurdles iOS gameProject planning live streamReach out to meYou can support this content by buying me a Coffeehttps://peterwitham.com/bmc ★ Support this podcast ★

  37. 45

    Getting early feedback from users

    Having shipped the 1.0 release of my Endless Hurdles game, I feel it is a great time to remind everyone about the importance of shipping for early feedback to help guide your next decisions.As mentioned in this episode,Endless Hurdles for iOS ★ Support this podcast ★

  38. 44

    Deciding when to help a player or let them learn

    These are a few thoughts from a decision I made this week to let players learn from experience rather than me making decisions for them in my new game.I'd love you to come on the podcast to discuss game or app development. You can reach out to mehttps://peterwitham.com/contactMy development live streamhttps://twitch.tv/compileswift ★ Support this podcast ★

  39. 43

    Game Dev Log - Learning game balance with my 2D scroller

    As I work on a 2D side-scrolling game using SpriteKit, I am learning the delicate art of game balance and parallax while keeping things simple for the player.I would love to hear from you if you want to come on the Podcast and discuss game and app development. Please reach out at peterwitham.com/contact, and let's get a discussion going.If you would like to support this podcast, why not buy me a coffeebuymeacoffee.com/pwcom ★ Support this podcast ★

  40. 42

    Let's talk about Starfield

    This episode is all about Starfield, the game coming soon from Bethesda. Not only do I love making games, but I'm a huge gamer. Starfield feels precisely like the type of game I enjoy playing. I dive into some of the details we know and my thoughts.Starfield Web SiteFollow me on Twitterhttps://twitter.com/uibuzz ★ Support this podcast ★

  41. 41

    Tips to help the introverts and quiet ones who want to survive software development

    Hard to believe that I'm more on the introverted side than anything else. Growing up, I was always quiet and shy, which can be a problem when you work in a field that requires interaction and team dynamics. Here are some tips in this episode to help you deal with and grow while accepting nothing is wrong with being introverted.I was hoping you could share your thoughts with me at peterwitham.com/contactOr on Twitter @UIBuzz ★ Support this podcast ★

  42. 40

    Developer updates, it's been a minute

    I am catching up on my crazy developer life, including conferences, game development, app releases, and more.Contact meTwitter: @UIBuzzWeb site: PeterWitham.com ★ Support this podcast ★

  43. 39

    Unreal Engine How I use the Game Save Blueprint for persistent data storage

    In this episode, I explain the Game Save Blueprint and how I use it for persistent data storage between gameplays. ★ Support this podcast ★

  44. 38

    Learning Unreal Engine from the ground up, Widget and Game Instance Blueprints

    I am learning Unreal Engine. I know nothing. These are my journals :)In this episode, I talk about learning how to create a UI for an idle-style game. What a Blueprint is for a Widget and the game instance and how they work together.(00:00) - Introduction (00:37) - ProjectHack.net (01:04) - Unity frustrations (02:26) - Unreal Engine 5 first steps (03:10) - Building a UI only game (05:27) - Blueprint variables (06:16) - Game instance Blueprints (10:05) - Want videos showing this? (10:46) - Interacting with the interface (13:25) - Next time topics (15:09) - There is a live stream of this (16:14) - My YouTube (17:23) - Buy me a Coffee Want to support my efforts here?How about buying me a coffee ★ Support this podcast ★

  45. 37

    New app and game released for beta testing

    It took longer than I thought to release the new episode because I had been swamped. I have a new app, and the Project H8ck idle game is out for folks (that means you) to beta test and give me feedback on—that and more in this episode.(00:00) - Introduction (00:31) - My new iOS App (00:35) - CS Live stream (00:54) - Job Finder Tracker (02:23) - Project H8ck beta (04:20) - The complications of shipping (09:08) - Onboarding Podcast Episode (09:53) - Buy me a Coffee (10:30) - Twitter ★ Support this podcast ★

  46. 36

    Game development update, iOS weirdness in Unity

    An update on my progress as I work to complete and release the playable demo version of my idle game built with Unity for multiple platforms.I had some not-so-fun times this week trying to understand why iOS and iPadOS are acting so strange in my game compared to all other platforms (including Mac).Also, I finally got a splash page up for the game over at projecthack.netYou can reach out to me on Twitter @UIBuzz or over at PeterWitham.com ★ Support this podcast ★

  47. 35

    It's the right tool for someone

    Every tool is the right tool for someone. Maybe not you, but let's change how we present our choices and opinions in the developer community, so we do not put off those new to the community.Infighting on tools and hard-nosed opinions is not the way to go. Some thoughts on this episode.Video VlogFollow the Vlog on YouTube, plus more content ★ Support this podcast ★

  48. 34

    The latest is not always the greatest

    In this episode, I explain why just getting the latest version of a tool, framework, or library is not always a good plan. This always risks introducing problems you now have to deal with, which is not something you want when preparing to ship.Prefer YouTube? OK, I have a video for thishttps://youtu.be/8Sww1wARboQ ★ Support this podcast ★

  49. 33

    Take that last 10% of development slow

    I want to talk about the last 10% of a project timeline. When you're developing things, building things, whatever they may be, the last 10% is always the most challenging part. You want to get it released, and you start to rush without noticing. That is the time to slow down and check every dark corner of the project.Some advice and tips in this episode on avoiding mistakes that can greatly impact a release or push to production.Link to the blog post for comments ★ Support this podcast ★

  50. 32

    When things get weird, take a few minutes

    This week, some pain and some pleasure with my game-building in Unity.Ever had that experience of "It worked yesterday and last week. Why does it not work now"? Yep, one of those weeks. Listen on for details and solutions.Reachout to me at peterwitham.com ★ Support this podcast ★

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ABOUT THIS SHOW

I love making software. I also love sharing that experience with others. I explore it all in this Podcast, from apps to games and in between. From developers just getting started to professionals. We all have something to learn and share with others on our journey.

HOSTED BY

Peter Witham

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