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Let’s learn how to implement the various systems that make up a real-time strategy game in the well-known game engine Unity! Throughout this series of tutorials, we will explore C# scripting for games, GUI building, event systems, sound optimization…

Unity’s logo

Note: I will keep updating this table of contents as new tutorials are published, every Thursday — so if you’re interested, be sure to keep an eye on this list! :)

TOC | Tutorial #1: Placing buildings ➡️

Table of contents

Main articles


Table of contents

A sneak-peek at my first 6 low-poly models in Blender!

Besides my projects as a professional freelance full-stack dev, I’m also fond of 3D and CGI! So, after discovering the Youtube channel of Stefan Persson, aka Imphenzia, I decided to start a series on low-poly modelling in Blender. Each episode has a 1'-timelapse modelling video as well as some tips and tricks about how I made the model.

Note: I will keep updating this table of contents as new articles are published in this series— so if you’re interested, be sure to keep an eye on this list! :)

TOC | Low-poly modelling in Blender ➡️

Table of contents


Today, let’s add some players and an ownership system to our RTS!

⬅️ Tutorial #20: Saving the player’s data properly| TOC

The last tutorials have been about game parameters and UI displays of our settings — we’ve been working on the metadata of our game quite a lot. But it’s been a while since we haven’t added a quick-win feature: something quick to implement but essential to the game.

In this episode, we’re going to see how to create a list of players for the current game, and how to associate units to players through an ownership system.

Prelude: simplifying our GameParametersEditor (a lot!)

In recent episodes, we’ve seen how to create our own custom Unity UI editor


Let’s improve the basic FSM we made in a previous tutorial and add a jump state!

This tutorial is available either in video format or in text format — see below :)

Why use a hierarchical state machine?

This tutorial directly builds upon the previous one on how to make a basic finite state machine in Unity/C#. I will start from the code we had at the end of this previous article, so make sure to have a look at it or directly get the scripts from Part I! :)

Hierarchical FSMs are a particular kind of finite state machine that let us group together several states which are similar in terms of input or update logic so that you can…


A personal take on voxel art to create a little scene in a quiet valley…

Lately, I’ve dived into CG again. So far, I’ve explored to pretty extreme opposites: on the one hand, I worked on photorealistic rendering through my projects with Cali Rezo (first a short 1'-film, then painting showcases and even a virtual gallery!); on the other hand, I’ve modelled various objects in a low-poly style.

But there’s another kind of design I’ve been intrigued by for a while: voxel art. So I decided to have a go at it… but in a somewhat “personal” way.

Here is the short sequence I made to kick off my new “Voxelish” series! …


Your mission: give us an accurate report on the Intergalactic Starfleet!

The GBUDV series continues with Puzzle #2: “The Intergalactic Starfleet”. The big question we’re going to examine this time is how to show data with a large amount of variables.

To learn more about the GBUDV project, read the introductory article.

The story

The year is 6730. Mankind has evolved and it has developed incredible technologies to embark on the conquest of space. A few months ago, the Intergalactic Fleet launched from Earth to journey across the Milky Way. The first reports are coming back and we need to check whether everything is working according to plan.


Let’s design a simple 2 states-FSM for 2D physics-based player movement!

This tutorial is available either in video format or in text format — see below :)

What are FSMs?

States and transitions

Finite State Machines, or FSMs, are a particular kind of automata that are used to represent and study simple machines. The idea with FSMs is that:

  • you have a given finite set of states that your entity can be in
  • only one of these states can be active at the same time, it’s called the current (or active) state
  • external or internal inputs trigger a transition from the current state to another one
  • and so a state transition makes the state machine switch…

An overview of sync VS async through an analogy with day-to-day chores…

In computer science, we like to run programs. We write lines of codes that take in some input, feed it to a set of gears for computation, and spit out a result. This is hardly news. But what is not clear at first when you’re a programmer in training is all the complexity this sentence hides. To better understand this, let’s talk about washing dishes, doing some shopping and going to the laundry mat…

Note: all illustrations are by the author.

I’ve recently had to think quite a lot about this at work. A question we were facing was “security…


Discover a virtual Parisian gallery made entirely in CG!

Ever since May 2021, Cali Rezo and I have been working on various ways of showcasing her paintings using CGI and 3D renders. We’ve first made a short 1'-movie for her latest series of paintings, “Nid/Nest”; since then we’ve designed several photorealistic interior scenes to exhibit her artwork.


Let’s continue our RTS: we’re going to take a look at JSON serialisation!

⬅️ Tutorial #19: Displaying our in-game settings!| TOC | Tutorial #21: Adding players and unit ownership ➡️

In the last episodes, we’ve talked about our game parameters and how to modify them at runtime using an in-game UI settings panel. We’ve played around with our Scriptable Objects quite a lot and we’ve even managed to display them in a custom editor… but we have missed out on one key thing: what happens when we build our game?

Currently, if we build our RTS game, you’ll see that any changes we make to our game parameters in the game are completely…

Mina Pêcheux

I’m a freelance full-stack web developer. I’m passionate about topics like AI, music, web programming and more! Find me at: https://minapecheux.com :)

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