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Notes From Shipping Games

Things we learned the expensive way — WebGL memory ceilings, playable size caps, asset licences that do not transfer, and what a bug report has to contain to be worth sending. No listicles.

Selling a game

Unity Asset Store Licences Do Not Transfer on a Sale

A buyer opens your project, finds four purchased assets, and asks who owns them. If you have not checked first, that is where the deal stops.

Muhammad Qasim·
WebGL porting

Why Unity WebGL Builds Fail on Mobile Browsers

The export button is not the hard part. Getting the result to load on a phone a real player owns is the hard part.

Muhammad Qasim·
Playable ads

Playable Ad Size Limits, and Why Builds Get Rejected

The hard part of a playable is not making it fun. It is making it fun inside a single HTML file small enough that the network will take it.

Muhammad Qasim·
Monetization

The app-ads.txt Mistakes That Quietly Cost You Ad Revenue

Nothing warns you. The file returns 200, the format passes a glance, and the revenue is simply lower than it should be.

Muhammad Qasim·
Game QA

What a Usable QA Bug Report Actually Contains

A report that cannot be reproduced is not a report. It is a rumour with a ticket number.

Muhammad Qasim·

Need the work, not the article?

Game QA, WebGL porting, console certification and playable ads. Send a build and we will tell you what we find.

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