Journal.
Thoughts on design, real-time workflows and the process behind my projects.
Notes from the process.
Five original articles migrated from my published Wix blog.
Fewer Draw Calls, Faster Frames? What I Check in Unity
Unity’s 2026 pipeline direction, the SRP Batcher myth, and the small experiments I would run before combining another mesh.
READ ARTICLE ↗Blender 5.2 LTS: What I Would Bring Into a Real-Time Pipeline
Remote asset libraries, experimental Geometry Nodes physics and the export checks that decide whether an upgrade belongs in production.
READ ARTICLE ↗Unity 6 for Designers: The Changes That Actually Affect My Workflow
APVs, GPU Resident Drawer, procedural UI and better debugging: what Unity 6 changes in the everyday design loop.
READ ARTICLE ↗
ACT in My Blender Workflow: Pivots, Names and Cleaner Unity Exports
Some of the Blender tools I value most do not change how a model looks. They make the handoff less repetitive. ACT: Game Asset Creation Toolset is one I use for setting pivots, exporting FBX files for Unity, organizing UV map data and keeping object and collection naming under control.
READ ARTICLE ↗A Better UV Check: Consistent Texel Density Before Bigger Textures
When one prop looks crisp and the next looks soft, increasing every texture to 4K is an expensive first guess. I would check how much texture detail each surface actually receives before adding more pixels.
READ ARTICLE ↗