From Concept to Mobile: The Journey of Connect 3D
Go behind the scenes of Calilynx Studios as we design, code, test and iterate on our first mobile release – and everything we discover along the way.
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After laying the foundation for multiplayer, ranking and matchmaking, Sprint 8 was about making Connect 3D feel truly real-time. This meant saying goodbye to constant polling and welcoming push-based architecture…
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Sprint 7 marked a shift from infrastructure to user experience – making Connect 3D feel more like a connected, living game. This time, I focused on game statistics, player rankings,…
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This sprint was all about data and opponents. With the game now live in Azure and backed by a real CI/CD pipeline, it was time to replace the placeholder JSON…
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With the multiplayer architecture and account system up and running, this sprint was all about one thing: going live in the cloud. I’m thrilled to say that the Connect 3D…
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After introducing multiplayer in the previous sprint, Sprint 4 was all about making it personal. Connect 3D now supports real user accounts, secure sign-ins, and friend lists – and with…
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Sprint 3 was all about one thing: multiplayer. And I’m happy to report – Connect 3D can now be played across devices over the network! 🎉 Business Logic Moved to…
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After spending the first two weeks getting a playable prototype running, I dedicated Sprint 2 to polishing the local game experience. And wow – it made a huge difference. Smarter…
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I was expecting the first couple of weeks to be mostly groundwork – figuring out Unity, fiddling with build settings and fighting the usual Android deployment quirks. And yes, there…
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The past three months have been intense – and incredibly rewarding. In this first post, I want to share a bit about what’s happened so far, what I’ve been learning,…