View I’ve been looking at for 3 weeks

Now to something completely different. Usually my articles are about programming and software development topics but this time I decided to share a personal story. During the difficult pandemic time I was still able to relocate to Singapore, my long awaited destination . Jeez, that wasn’t easy! If you heard anything about current restrictions of the city-state then you should know that the majority of inbound travelers are obligated to serve Stay-Home-Notice (SHN, for short) for 3 weeks. I was incredibly lucky to be here as just a few days after my arrival the cases went up, restrictions were tightened…

Originally created for Smaato Development Blog

Photo by bsdrouin from Pixabay

The creation of RESTful services is one of the most common problems modern developers are tasked with. Obviously, any publicly-open service should also be secured and managed properly. Recently we at Smaato had exactly this sort of problem to solve and this article is here to showcase a working solution.


The following technologies are used in this tutorial:
Java 11+Maven, Spring Boot, AWS ECR, Kubernetes, OneLogin as oauth2 provider.
To spice things up a little, I will also show you how to limit access for different endpoints to only specific user roles. …

Background Photos by Anni Roenkae from Pexels

Quite often developers choose to “ignore” the fact that there are two screen orientations available on the market — Portrait and Landscape, adding support for only one of them. Obviously, by doing that a significant share of devices is left out. In this tutorial I will show you how to add support for both screen modes, also revealing a few edge cases that you might not have thought of.


I’m using Unity 2020.1.17. This article assumes that your game IS suitable for both orientations. Like in my case, Zen Jigsaw needed support for Tablets right from the start but I…

Photo by Jeremy Bishop on Unsplash

As most of the Unity game developers I was thrilled seeing the launch of the Game Growth program on 13th October. If for some reasons you haven’t heard of it yet — check this Unity blog post. Without any delays I jumped into the topic and applied to the program immediately.

This initiative is still in its early stages and the integration might seem tedious. Being done with the whole process by now I want to share all the difficult moments faced so your integration goes smoothly and easily.

Part 1. Application

The first part is rather straightforward, I will swiftly run through…

If you have ever worked on any kind of games with levels (think of Candy Crush) then you know that manual level creation might take an enormous amount of development time. Eventually, you will want to ease this process and create an algorithm to do the job for you.

After releasing 3 games out of which 2 involved levels design I made up my mind — no more handcrafting, it doesn’t justify the time spent. And here it is, my latest released game — Hashi Flow — where all the levels were generated procedurally.

In this article I’d like to…

In one of my previous articles I showed a way to create a 2D Tilemap programmatically. Recently my new game called Hashi Flow has been released and there the Tilemap component has been used heavily again. In previous tutorial the board had a constant size of 11x11 cells, but it didn’t fit for the new game because there I needed to create boards of multiple sizes:

Image by fancycrave1 from Pixabay

A few weeks ago I had a hot debate with one of my developer friends regarding quite a controversial topic — should a Developer solve Business problems? Whilst the answer was obvious to me, I was surprised to find out that there are two completely opposite ways of thinking among Software engineers. One half truly believes that development is done for the sake of business hence Developers must be involved in all processes as much as possible. And the second that doesn’t want to cross the line between coding and strategy planning preferring to stay away from “boring” meetings.


Particle System is a great addition to your Unity toolkit, it can drastically improve Look and feel of your game. Some of you have asked me about this effect from Zen Jigsaw that is used when puzzle pieces are joined:

Dark mode as it is called on desktop or Dark theme as it is called on mobile devices is today’s trend. If you want your game to look modern and make users happy, having a possibility to switch between modes is a must-have feature. In this tutorial, I’ll show you how to add Dark mode support with relatively few changes to the existing icons and images.


I’m using Unity 2019.3 here, but the solution will work in any other versions as well. I’ve implemented it for one of my games — Zen Jigsaw — find it in action there.


Doing game development has never been easier. With the luxury of various engines and frameworks one can choose from nearly all popular programming languages. Just to name a few — Unreal Engine supports C++, open-sourced Godot uses Python, with libGDX you can code in Java and doing Unity C# will be your option. Lots of alternatives create confusion in the beginners minds since making the right choice from the start is not an easy task! …

Pudding Entertainment

Serious software engineer with everlasting passion for GameDev. Dreaming of next big project.

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