<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>heyLeiloo</title><description>Characters, creatures, and the games they live in</description><link>https://heyleiloo.com/</link><language>en</language><managingEditor>Leila &lt;leila@heyleiloo.com&gt;</managingEditor><webMaster>Leila &lt;leila@heyleiloo.com&gt;</webMaster><copyright>2026 Leila. All rights reserved.</copyright><image><url>https://heyleiloo.com/images/logos/heyleiloo-logo.webp</url><title>heyLeiloo</title><link>https://heyleiloo.com/</link></image><lastBuildDate>Thu, 13 Aug 2026 00:00:00 GMT</lastBuildDate><ttl>60</ttl><atom:link href="https://heyleiloo.com/rss.xml" rel="self" type="application/rss+xml" xmlns:atom="http://www.w3.org/2005/Atom"/><item><title>Docker for Solo Game Developers: Stop Being Tech Support for Your Own PC</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>Unity, Blender and a test server on one machine will break each other eventually. Containers keep every project&apos;s setup in its own box, so your computer stays clean.</description><pubDate>Thu, 13 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Heya! I&apos;m Leila.&lt;/p&gt;
&lt;p&gt;On this site I usually write about the fun part. Designing characters. Picking palettes. Building worlds people want to stay in.&lt;/p&gt;
&lt;p&gt;Nobody warns you about the thing that actually eats your time when you make games alone. It isn&apos;t drawing. It isn&apos;t level design.&lt;/p&gt;
&lt;p&gt;It&apos;s your own computer.&lt;/p&gt;
&lt;p&gt;{/* Video embed goes here once the episode is live: &amp;lt;VideoPlayer videoId=&quot;...&quot; title=&quot;...&quot; /&amp;gt; */}&lt;/p&gt;
&lt;h2&gt;The balancing act&lt;/h2&gt;
&lt;p&gt;Making a game is never a one-program job. On any given day I&apos;m in Unity, sculpting in Blender, fixing 2D assets in Adobe Animate, and writing branching dialogue in Yarn Spinner.&lt;/p&gt;
&lt;p&gt;Every one of them wants its own versions, its own background files, its own updates.&lt;/p&gt;
&lt;p&gt;Then you update one small thing, and Unity won&apos;t compile. Or the test server you set up last month refuses to start. And your whole afternoon goes into being tech support for yourself instead of making your game.&lt;/p&gt;
&lt;p&gt;I got tired of that. So I fixed it with Docker.&lt;/p&gt;
&lt;h2&gt;What a container actually is&lt;/h2&gt;
&lt;p&gt;Forget the scary word. A container is a sealed box.&lt;/p&gt;
&lt;p&gt;You put a program inside it along with everything it needs to run, the exact versions and the settings and all of it, and the box keeps that program from touching anything else on your machine. Nothing gets installed system-wide. Nothing leaks out.&lt;/p&gt;
&lt;p&gt;The backend I use to test Shark&apos;s Request lives in one of those boxes. Test server, database, all of it. When I&apos;m done for the day I shut the box down, and my computer is exactly as clean as it was before I started.&lt;/p&gt;
&lt;p&gt;Nothing installed. Nothing left over. Nothing to break.&lt;/p&gt;
&lt;h2&gt;What goes in the box, and what doesn&apos;t&lt;/h2&gt;
&lt;p&gt;This is the part most explanations skip, and it&apos;s the part that saves you a wasted weekend.&lt;/p&gt;
&lt;p&gt;Unity, Blender, Procreate and Adobe Animate stay on your computer, installed normally. They&apos;re programs you look at and click in, and they want your graphics card and your tablet and your screen. They belong on the machine.&lt;/p&gt;
&lt;p&gt;What goes in containers is everything running quietly in the background: databases, test servers, build tools, anything with a version number that fights with another version number. That&apos;s the stuff that breaks silently and takes an afternoon to unbreak.&lt;/p&gt;
&lt;p&gt;So the rule I use is simple. If I stare at it, it&apos;s installed. If it just runs, it&apos;s in a box.&lt;/p&gt;
&lt;h2&gt;Two projects, one laptop&lt;/h2&gt;
&lt;p&gt;Right now I&apos;m building Shark&apos;s Request and a psychological thriller visual novel at the same time.&lt;/p&gt;
&lt;p&gt;They need completely different setups. The visual novel keeps its own database and its own test server for the branching dialogue behind characters like Liam and Aurora, and none of that agrees with what Shark&apos;s Request needs.&lt;/p&gt;
&lt;p&gt;So each project keeps its environment in its own box, described by one small file that lives in the project folder:&lt;/p&gt;
&lt;pre&gt;&lt;code class=&quot;language-yaml&quot;&gt;# docker-compose.yml — the visual novel&apos;s dialogue database
services:
  db:
    image: postgres:17
    environment:
      POSTGRES_PASSWORD: dev
      POSTGRES_DB: dialogue
    ports:
      - &quot;5432:5432&quot;
    volumes:
      - dialogue-data:/var/lib/postgresql/data

volumes:
  dialogue-data:
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;Two commands run my whole day:&lt;/p&gt;
&lt;pre&gt;&lt;code class=&quot;language-bash&quot;&gt;docker compose up -d
docker compose down
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;The first brings the project&apos;s setup online. The second puts it away. Switching projects means running those in one folder and then the other, instead of reinstalling anything.&lt;/p&gt;
&lt;p&gt;That volume line at the bottom matters more than it looks. It&apos;s where the data lives between sessions, so shutting the box down doesn&apos;t throw away everything I wrote.&lt;/p&gt;
&lt;h2&gt;Moving to the laptop&lt;/h2&gt;
&lt;p&gt;Here&apos;s the part I use most. When I want to leave my studio rig and write somewhere else, I don&apos;t lose a day setting things up. I copy the project folder, run the same command, and the same setup comes up the same way. Same versions, same settings.&lt;/p&gt;
&lt;p&gt;Being honest about the limit: this holds when both machines are the same kind of computer. Move between an Apple Silicon Mac and a Windows PC and some images need a different build. It&apos;s not magic. It&apos;s just that the setup stopped being something I think about, and that turned out to be the whole benefit.&lt;/p&gt;
&lt;p&gt;Not faster. Quieter.&lt;/p&gt;
&lt;h2&gt;Why this is worth an afternoon&lt;/h2&gt;
&lt;p&gt;Cleaning up your workspace is not the glamorous part of making games. Nobody claps for a tidy computer.&lt;/p&gt;
&lt;p&gt;But every hour you don&apos;t spend fixing your own machine is an hour you spend building your world instead. And the setup you write down once keeps working while you go do the part you actually care about, like &lt;a href=&quot;/game-character-and-story-design/&quot;&gt;designing the characters&lt;/a&gt; who live in it.&lt;/p&gt;
&lt;p&gt;I&apos;ll keep showing how the studio actually runs here, boring parts included.&lt;/p&gt;
</content:encoded><category>Game Development</category><category>Game Development</category><category>Docker</category><category>Unity</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>Game Character and Story Design: How to Make Players Care</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>Good mechanics keep players in the game. A character with a spark and a story worth finishing is what keeps them from putting it down. Here&apos;s how to build both.</description><pubDate>Wed, 22 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Heya! I&apos;m Leila.&lt;/p&gt;
&lt;p&gt;Mechanics matter. If a game doesn&apos;t feel good in the hands, people stop playing, and no amount of story will save it.&lt;/p&gt;
&lt;p&gt;But a flat story loses people just as reliably. They finish the tutorial, they shrug, and the game sits in a library forever. Here&apos;s how to avoid that.&lt;/p&gt;
&lt;p&gt;import VideoPlayer from &quot;@components/VideoPlayer.astro&quot;;&lt;/p&gt;
&lt;p&gt;&amp;lt;VideoPlayer
videoId=&quot;BFITeVr4Q90&quot;
title=&quot;How to Make Players Care About Your Game-Character &amp;amp; Story Design&quot;
/&amp;gt;&lt;/p&gt;
&lt;h2&gt;A design gets attention, a spark keeps it&lt;/h2&gt;
&lt;p&gt;I&apos;ve written about &lt;a href=&quot;/how-to-launch-an-indie-game-in-2026/&quot;&gt;what makes a character design recognizable&lt;/a&gt;. What I skipped there is the part that actually makes someone care: personality, and what the character is carrying.&lt;/p&gt;
&lt;p&gt;A cool design gets three seconds. What they feel, and what they&apos;ve survived, gets the rest of the game.&lt;/p&gt;
&lt;p&gt;Happy characters are great. Leiloo is one, and her excitement about the world is the whole reason she works. But even a happy character needs a spark, a second side that complicates the first one. Without it you have a mascot, not a person.&lt;/p&gt;
&lt;p&gt;Ren is my example of the other direction. Most of the time he&apos;s awkward and quiet, and only his sister Yuna knows how kind he actually is. They have nobody but each other in a world that keeps trying to take everything.&lt;/p&gt;
&lt;p&gt;Look at him for a few seconds and you can tell something happened. There&apos;s a power inside him that&apos;s slowly killing him, and he fights it anyway. It possessed him, and now he can barely control his own hands. A recipe for disaster, which is exactly what makes him worth following.&lt;/p&gt;
&lt;p&gt;I can&apos;t say much more yet, because Ren belongs to a bigger project. The point stands without the spoilers: the spark is what catches people. Design the face second.&lt;/p&gt;
&lt;h2&gt;Play the games you want to make&lt;/h2&gt;
&lt;p&gt;You cannot design good games without playing good games. That sounds obvious and almost nobody does it deliberately.&lt;/p&gt;
&lt;p&gt;Look at Final Fantasy VII and Alan Wake 2. Completely different from each other, both extraordinary, both doing something with story that a design document can&apos;t teach you. The more of that you take in, the stranger and more specific your own work gets, because you&apos;re drawing from more than one well.&lt;/p&gt;
&lt;p&gt;Trying to design a game without playing them is like baking a pie without ever having seen a pie. Look at it first. Taste it. Take it apart and figure out what&apos;s in it. Then go make your own recipe.&lt;/p&gt;
&lt;p&gt;The way I do it: when a game gets a reaction out of me, I stop and ask what exactly caused it. A line of dialogue, a camera angle, a silence where music should be. That answer is reusable. &quot;It was good&quot; isn&apos;t. Some of those answers end up in &lt;a href=&quot;/art/concept-art/&quot;&gt;my concept art&lt;/a&gt; long before they end up in a game.&lt;/p&gt;
&lt;h2&gt;Don&apos;t get lost in the sauce&lt;/h2&gt;
&lt;p&gt;Here&apos;s the trap on the other side. A deep character and a world with a hundred worked-out corners are exactly the kind of work that feels productive forever.&lt;/p&gt;
&lt;p&gt;You can spend months designing someone and completely forget their purpose: being in a video game. Lore that never becomes a level is a hobby, not development.&lt;/p&gt;
&lt;p&gt;So do the reality check regularly. Ask what this character does in the player&apos;s hands. Ask which mechanic this piece of backstory changes. If the answer is nothing, it can wait, and the honest move is to write it down and go back to the build.&lt;/p&gt;
&lt;p&gt;Balance the narrative against the game you&apos;re actually shipping, and the two hold each other up. The story gives the mechanics a reason, the mechanics give the story a place to happen.&lt;/p&gt;
&lt;h2&gt;The short version&lt;/h2&gt;
&lt;p&gt;Give the character a spark, not just a silhouette. Play the things that move you and take them apart. Keep checking that the world you&apos;re building still fits inside a game.&lt;/p&gt;
&lt;p&gt;That&apos;s how players end up caring, and caring is what makes them finish.&lt;/p&gt;
&lt;p&gt;The palette side of the same problem is in &lt;a href=&quot;/game-aesthetic-color-theory-art-direction/&quot;&gt;how to create a unique game aesthetic&lt;/a&gt;.&lt;/p&gt;
</content:encoded><category>Game Development</category><category>Game Design</category><category>Character Design</category><category>Storytelling</category><category>Game Development</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Create a Unique Game Aesthetic: Color Theory and Art Direction</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>Photorealism is overrated. A three-color signature, applied everywhere, makes your game recognizable at a glance, and it costs nothing but discipline.</description><pubDate>Fri, 22 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Heya! I&apos;m Leila.&lt;/p&gt;
&lt;p&gt;A lot of developers are obsessed with one thing right now: photorealism. The belief is that without the highest polygon counts and the most expensive textures, a game can&apos;t succeed.&lt;/p&gt;
&lt;p&gt;They&apos;re wrong. Graphics fade. A vibe doesn&apos;t.&lt;/p&gt;
&lt;p&gt;Here&apos;s how to build an aesthetic that belongs to you, the same way I built mine.&lt;/p&gt;
&lt;p&gt;import VideoPlayer from &quot;@components/VideoPlayer.astro&quot;;&lt;/p&gt;
&lt;p&gt;&amp;lt;VideoPlayer
videoId=&quot;6McK-OKfHM0&quot;
title=&quot;How to Create a Unique Game Aesthetic: Color Theory &amp;amp; Art Direction&quot;
/&amp;gt;&lt;/p&gt;
&lt;h2&gt;Pick three colors and marry them&lt;/h2&gt;
&lt;p&gt;You need a signature, and a signature is smaller than people expect. Mine is three colors: blue, yellow, and pink.&lt;/p&gt;
&lt;p&gt;They&apos;re not colors I picked because I liked them that day. They&apos;re bright and hopeful, but the contrast between them keeps the whole thing from going soft. You don&apos;t need a thousand colors to build a world. You need the right three, and then you need to never quietly swap one out.&lt;/p&gt;
&lt;p&gt;This is easier to see in games you already know. Think about Detroit: Become Human. The colors that come back to you are blue, white, and a heavy dark grey. See those three together anywhere and your brain goes straight to that game.&lt;/p&gt;
&lt;p&gt;The Wolf Among Us is a completely different story with a completely different mood, and what sticks are purple, pink, and yellow. That&apos;s why the &lt;a href=&quot;/art/fan-art/&quot;&gt;fan art I painted for it&lt;/a&gt; stayed in those colors. Anything else wouldn&apos;t have read as that game, no matter how accurate the character was.&lt;/p&gt;
&lt;p&gt;Even Minecraft, which is about as far from art-directed realism as you can get, owns green, brown, and light blue.&lt;/p&gt;
&lt;p&gt;That&apos;s color theory doing its real job. It isn&apos;t about being pretty. It&apos;s about being remembered while nobody is playing.&lt;/p&gt;
&lt;p&gt;It works well enough that when I see a random object out in the world in pink, blue, and yellow, my first thought is: oh, that gives Leiloo vibes. That reaction is the entire goal.&lt;/p&gt;
&lt;h2&gt;Then put them absolutely everywhere&lt;/h2&gt;
&lt;p&gt;A signature you only use sometimes isn&apos;t a signature. The second part is execution, and execution means the palette shows up in every place your project touches.&lt;/p&gt;
&lt;p&gt;You see those three colors in my character, Leiloo Sharkind. You see them in the game world she lives in. You see them on my YouTube channel, in thumbnails, in the &lt;a href=&quot;/art/concept-art/&quot;&gt;concept art&lt;/a&gt; I post while a design is still forming.&lt;/p&gt;
&lt;p&gt;At that point you&apos;re not making content anymore. You&apos;re building a universe, and universes get recognized before they get read.&lt;/p&gt;
&lt;p&gt;Practical version, since this is the step people skip: pick your three, write down the hex codes, and keep them in a file you actually open. Icons, key art, store page, social banners, the loading screen. Every time you&apos;re about to introduce a fourth color, ask whether it&apos;s carrying meaning or just decorating.&lt;/p&gt;
&lt;h2&gt;A vibe can come from anywhere&lt;/h2&gt;
&lt;p&gt;Third, and this is the freeing part: colors anchor your work, but they aren&apos;t the whole identity.&lt;/p&gt;
&lt;p&gt;Your vibe can come from anywhere. An era, like the 80s, or a sleek futuristic look. Mine leans into 2000s arcade, which is why the world feels loud and friendly instead of grim.&lt;/p&gt;
&lt;p&gt;It can also be an animal. The shark sits at the center of my universe, and once it was there, decisions got easier: what the enemies look like, what the collectibles are, why the color blue keeps showing up in the background.&lt;/p&gt;
&lt;p&gt;The key isn&apos;t following whatever is trending. It&apos;s combining elements that feel right together and then staying with them long enough for people to learn them.&lt;/p&gt;
&lt;h2&gt;Be unmistakable, not perfect&lt;/h2&gt;
&lt;p&gt;If you&apos;re building your first game, stop trying to make it perfect. Perfect is invisible. Aim for unmistakable instead, because that&apos;s the version people describe to their friends.&lt;/p&gt;
&lt;p&gt;Three colors, applied everywhere, plus one idea nobody else would have picked. That&apos;s an art direction, and it costs nothing except the discipline to not drift.&lt;/p&gt;
&lt;p&gt;For the rest of what a first game needs, I wrote up &lt;a href=&quot;/how-to-launch-an-indie-game-in-2026/&quot;&gt;the three pillars I&apos;d start from&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Now go find your palette, and get to work.&lt;/p&gt;
</content:encoded><category>Game Development</category><category>Game Development</category><category>Game Design</category><category>Color</category><category>Character Design</category><category>Digital Painting</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Launch an Indie Game in 2026: The Three Pillars</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>Launching your first game does not start with code or expensive software. It starts with a character worth building a world around, and a broken prototype.</description><pubDate>Mon, 16 Mar 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Heya! I&apos;m Leila.&lt;/p&gt;
&lt;p&gt;People ask me how to launch a game in 2026. They expect the answer to involve complex code, or a list of expensive software to buy first.&lt;/p&gt;
&lt;p&gt;It doesn&apos;t. Three things carry a first game, and none of them is a purchase.&lt;/p&gt;
&lt;p&gt;import VideoPlayer from &quot;@components/VideoPlayer.astro&quot;;&lt;/p&gt;
&lt;p&gt;&amp;lt;VideoPlayer
videoId=&quot;Jo8f5fsG1zM&quot;
title=&quot;How to Launch an Indie Game in 2026 (3 Simple Steps)&quot;
/&amp;gt;&lt;/p&gt;
&lt;h2&gt;Pillar one: an anchor people recognize&lt;/h2&gt;
&lt;p&gt;Before the engine, before a single line of code, you need something to build around. For me that was a character.&lt;/p&gt;
&lt;p&gt;Meet Leiloo Sharkind. She&apos;s a colorful girl who loves helping others, and she is half-human, half-shark. You might not tell just by glancing at her, but the sharp teeth and the fact that she breathes underwater give it away.&lt;/p&gt;
&lt;p&gt;Her mission isn&apos;t to save the world. It&apos;s to help her Shark Friend collect pies.&lt;/p&gt;
&lt;p&gt;That sounds small. It&apos;s supposed to. A goal that fits in one sentence is a goal you can actually build a game around, and it&apos;s hers, which is the part that matters.&lt;/p&gt;
&lt;p&gt;Here&apos;s what makes an anchor work, and it&apos;s the same three things every time. A silhouette you&apos;d recognize in one color. A palette that stays the same everywhere she shows up. One detail that makes no sense until you know her, like teeth on a girl who mostly wants to be helpful.&lt;/p&gt;
&lt;p&gt;Don&apos;t build a generic soldier. Don&apos;t build a blob. Spend the time on a character with a specific look and a specific goal, because once you have one, the world stops being a thing you invent from nothing. It becomes a place they need. You aren&apos;t forcing a game into existence anymore. You&apos;re building them a home.&lt;/p&gt;
&lt;p&gt;If you want to see how far one character can carry a project, the whole cast and world of my game lives in the &lt;a href=&quot;/art/sharks-request/&quot;&gt;Shark&apos;s Request album&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Pillar two: open the engine and break it&lt;/h2&gt;
&lt;p&gt;Second, you actually open Unity or Unreal. Not a tutorial about opening it. The engine itself.&lt;/p&gt;
&lt;p&gt;The best advice I can give you is to stop trying to make the whole game at once.&lt;/p&gt;
&lt;p&gt;Don&apos;t build level ten. Make the character move. Then make them jump. Then spend an afternoon making the jump &lt;em&gt;feel&lt;/em&gt; good, because that afternoon teaches you more than ten tutorials will.&lt;/p&gt;
&lt;p&gt;You will break the code. The physics will glitch and send your character into the sky. The art won&apos;t load and you&apos;ll get a bright pink rectangle where your sprite should be.&lt;/p&gt;
&lt;p&gt;Good.&lt;/p&gt;
&lt;p&gt;That frustration is the actual job. If nothing is breaking, you aren&apos;t building anything new, you&apos;re copying. The work was never typing code perfectly. The work is fixing it when it breaks, and every fix is a thing you now know that you didn&apos;t know yesterday.&lt;/p&gt;
&lt;p&gt;Start with one small thing that works, then make the next small thing work. That&apos;s the whole method, and it&apos;s easier in 2D, which is why I&apos;d &lt;a href=&quot;/2d-vs-3d-for-your-first-game/&quot;&gt;start there&lt;/a&gt;. Two of the fixes that ate my early days are written up here: &lt;a href=&quot;/how-to-get-rid-of-sticky-walls-in-unity/&quot;&gt;getting rid of sticky walls in Unity&lt;/a&gt; and &lt;a href=&quot;/step-by-step-guide-adding-a-2d-collider-to-sprites-in-unity/&quot;&gt;adding a 2D collider to sprites&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Pillar three: believe in the scale of your own work&lt;/h2&gt;
&lt;p&gt;Third, and this is the one nobody tells you: you have to treat your project as if it&apos;s already big.&lt;/p&gt;
&lt;p&gt;My game premiered in a cinema. Seeing Shark&apos;s Request projected on a screen that size proved something I keep coming back to.&lt;/p&gt;
&lt;p&gt;The screen doesn&apos;t care how big your team is. It only cares about the vision.&lt;/p&gt;
&lt;p&gt;That&apos;s not a motivational line, it&apos;s a practical one. It changes what you make. Design an icon that would survive being blown up ten feet tall. Write a description you&apos;d be fine reading out loud to a room. Pick a name you&apos;d want on a poster. When you respect your own project, other people take the cue from you.&lt;/p&gt;
&lt;p&gt;Design your game as if it belongs in a theater, because one day it might.&lt;/p&gt;
&lt;h2&gt;The part that comes after&lt;/h2&gt;
&lt;p&gt;Three pillars: a character worth anchoring to, an engine you&apos;re not afraid to break, and the nerve to treat small work seriously.&lt;/p&gt;
&lt;p&gt;None of them costs money. All of them cost attention.&lt;/p&gt;
&lt;p&gt;Shark&apos;s Request is coming to Steam soon, and everything above is what got it there.&lt;/p&gt;
</content:encoded><category>Game Development</category><category>Game Development</category><category>Game Design</category><category>Character Design</category><category>Unity</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>2D vs 3D for Your First Game: Which One Should a Beginner Choose</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>2D lets you learn movement, collisions and animation without a whole 3D workflow on top. Here is when to start there, when 3D is worth it, and how to skip the art.</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Heya! I&apos;m Leila.&lt;/p&gt;
&lt;p&gt;If you&apos;re about to start your first game, this is usually the first fork in the road: 2D or 3D. It feels like a huge decision, and it gets treated like one.&lt;/p&gt;
&lt;p&gt;The short answer is 2D, for almost everyone, almost always. Here&apos;s why, and when the other answer is right.&lt;/p&gt;
&lt;p&gt;import VideoPlayer from &quot;@components/VideoPlayer.astro&quot;;&lt;/p&gt;
&lt;p&gt;&amp;lt;VideoPlayer
videoId=&quot;WbXRfybmdfE&quot;
title=&quot;2D vs 3D for Your First Game (Best Beginner Choice)&quot;
/&amp;gt;&lt;/p&gt;
&lt;h2&gt;What 2D lets you learn first&lt;/h2&gt;
&lt;p&gt;Starting in 2D means you get to learn the things every game needs, without anything stacked on top of them.&lt;/p&gt;
&lt;p&gt;Movement. Collisions. Simple animation. UI. The basic code that ties all of it together. Those are the fundamentals, and they don&apos;t change when you move to 3D later. A jump that feels good in 2D is the same design problem as a jump that feels good in 3D, just with fewer places to get lost.&lt;/p&gt;
&lt;p&gt;No advanced lighting. No models to build or import. Nothing between you and the thing you&apos;re trying to make work.&lt;/p&gt;
&lt;p&gt;That&apos;s not a compromise, it&apos;s the reason people finish. And finishing your first game teaches you more than anything else on this list, because it&apos;s the only way to learn the last twenty percent: menus, saving, the bugs that only appear when everything runs together.&lt;/p&gt;
&lt;h2&gt;What 3D actually adds&lt;/h2&gt;
&lt;p&gt;3D is exciting, and I want to be fair to it. The catch isn&apos;t that it&apos;s hard, it&apos;s that you stop learning one thing and start learning a whole workflow.&lt;/p&gt;
&lt;p&gt;You take on modeling or importing models. Lighting setups. Materials and shaders. Cameras that now move in three dimensions instead of following a character sideways. Physics with an extra axis and a lot more ways to go wrong.&lt;/p&gt;
&lt;p&gt;None of that is beyond a beginner. It&apos;s just a longer runway before the first thing you can play, and a longer runway is where most first projects quietly die.&lt;/p&gt;
&lt;p&gt;If you&apos;re patient and the idea actually needs depth, go for it. Just choose it on purpose, knowing what you&apos;re signing up for.&lt;/p&gt;
&lt;h2&gt;You don&apos;t have to make the art&lt;/h2&gt;
&lt;p&gt;Here&apos;s the part that stops people who aren&apos;t artists, and it shouldn&apos;t.&lt;/p&gt;
&lt;p&gt;You don&apos;t need to draw anything to start. There are enormous libraries of free and cheap assets: sprites, tile sets, 3D models, animations, whole environments. &lt;a href=&quot;https://itch.io/game-assets&quot;&gt;itch.io&lt;/a&gt; has a huge free section, and both the Unity Asset Store and the Unreal Marketplace have starter packs made for exactly this.&lt;/p&gt;
&lt;p&gt;Use them. Get a character moving today instead of spending three evenings drawing something that comes out looking like a potato. You can always replace the placeholder later, and by then you&apos;ll know what the game actually needs, which makes the art better anyway.&lt;/p&gt;
&lt;p&gt;I say this as someone who does draw. Even then, I block things out with rough shapes first and paint properly once the mechanic works.&lt;/p&gt;
&lt;h2&gt;Deciding in one question&lt;/h2&gt;
&lt;p&gt;If you&apos;re still stuck, skip the pros and cons and ask yourself this: what does the thing you want to make actually need?&lt;/p&gt;
&lt;p&gt;If the fun comes from timing, precision, platforming, puzzles, story, or characters on screen, 2D gives you all of it with less to fight. That&apos;s the road I took. &lt;a href=&quot;/art/sharks-request/&quot;&gt;Shark&apos;s Request&lt;/a&gt; is 2D, and none of what makes it work would have been improved by a third axis.&lt;/p&gt;
&lt;p&gt;If the fun lives in space itself, being inside a place, looking around corners, judging distance, then 3D isn&apos;t optional and you should start there.&lt;/p&gt;
&lt;h2&gt;The bottom line&lt;/h2&gt;
&lt;p&gt;Start with 2D if you want a smoother learning curve, faster results, and fewer technical walls between you and a finished game. Choose 3D if you&apos;re ready for the bigger challenge and want those tools in your hands.&lt;/p&gt;
&lt;p&gt;Both paths are valid. 2D is just the cleaner place to begin.&lt;/p&gt;
&lt;p&gt;Whichever you pick, the next step is the same: open the engine and make something move. A couple of the walls I hit early are written up here, so you don&apos;t lose an evening to them: &lt;a href=&quot;/how-to-get-rid-of-sticky-walls-in-unity/&quot;&gt;sticky walls in Unity&lt;/a&gt; and &lt;a href=&quot;/step-by-step-guide-adding-a-2d-collider-to-sprites-in-unity/&quot;&gt;adding a 2D collider to sprites&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;And remember: in the world of creativity, the spark is always on.&lt;/p&gt;
</content:encoded><category>Game Development</category><category>Game Development</category><category>Game Design</category><category>Unity</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>Maya Basics — a Five-Minute Tour</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>A short tour of the Autodesk Maya interface — workspace, viewport navigation, primitive shapes, modeling tools, and the channel box. For first-timers.</description><pubDate>Sun, 15 Jun 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;If you&apos;ve just opened Autodesk Maya for the first time, the screen can feel crowded. This Maya basics tour covers the five regions that matter, the navigation gestures, and where the modeling tools live — five minutes, then you&apos;re modeling.&lt;/p&gt;
&lt;p&gt;Once you&apos;ve got a mesh, the game-engine side of the workflow starts in Unity. The first two stops there are usually &lt;a href=&quot;/how-to-add-an-icon-for-a-game-in-unity/&quot;&gt;adding an icon to your build&lt;/a&gt; and &lt;a href=&quot;/step-by-step-guide-adding-a-2d-collider-to-sprites-in-unity/&quot;&gt;adding a 2D collider to a sprite&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;The Maya workspace&lt;/h2&gt;
&lt;p&gt;The top of the screen is the &lt;strong&gt;menu bar&lt;/strong&gt; and the &lt;strong&gt;shelf&lt;/strong&gt; (icon row with the tools you use most). The big central area is the &lt;strong&gt;viewport&lt;/strong&gt;. On the right you&apos;ll see the &lt;strong&gt;channel box&lt;/strong&gt; with the selected object&apos;s attributes. The bottom is the &lt;strong&gt;timeline&lt;/strong&gt; and the &lt;strong&gt;range slider&lt;/strong&gt; for animation.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./autodesk-maya-workspace-overview.webp&quot; alt=&quot;Autodesk Maya workspace overview showing the menu bar, shelf, viewport, channel box, and timeline&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Viewport navigation&lt;/h2&gt;
&lt;p&gt;The viewport always starts in perspective. Use &lt;strong&gt;Alt + left-mouse drag&lt;/strong&gt; to tumble around the scene, &lt;strong&gt;Alt + middle-drag&lt;/strong&gt; to pan, and &lt;strong&gt;Alt + right-drag&lt;/strong&gt; (or the scroll wheel) to zoom. The &lt;strong&gt;view cube&lt;/strong&gt; in the upper-right corner is the fast way to snap to front, top, side, or any iso angle.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./autodesk-maya-viewport-view-cube.webp&quot; alt=&quot;Autodesk Maya viewport in perspective view with the navigation gizmo and view-cube visible in the upper-right corner&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Primitive shapes&lt;/h2&gt;
&lt;p&gt;Start every scene with a primitive. Open &lt;strong&gt;Create → Polygon Primitives&lt;/strong&gt; and pick cube, sphere, cylinder, or plane. These are the building blocks — most models begin as a primitive that gets subdivided and pushed into shape.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./autodesk-maya-polygon-primitives-menu.webp&quot; alt=&quot;Autodesk Maya Create menu opened on the Polygon Primitives submenu showing cube, sphere, and cylinder options&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Modeling tools&lt;/h2&gt;
&lt;p&gt;The modeling toolbox lives in the shelf and under the &lt;strong&gt;Mesh&lt;/strong&gt; and &lt;strong&gt;Edit Mesh&lt;/strong&gt; menus. Extrude, bevel, and the multi-cut tool are the three I reach for first — most low-poly shapes come from extruding faces and beveling sharp edges.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./autodesk-maya-modeling-mesh-tools.webp&quot; alt=&quot;Autodesk Maya modeling workspace with a polygon mesh selected and editing tools active in the toolbox&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Channel box and attributes&lt;/h2&gt;
&lt;p&gt;The &lt;strong&gt;channel box&lt;/strong&gt; on the right is where you see and edit translate, rotate, and scale for the selected object. Click any number to scrub it, or type a value directly. If you don&apos;t see it, press &lt;strong&gt;Ctrl + A&lt;/strong&gt; to toggle between the channel box and the Attribute Editor — same data, different views.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./autodesk-maya-channel-box-attributes.webp&quot; alt=&quot;Autodesk Maya channel box on the right side of the workspace showing translate, rotate, and scale attributes for the selected object&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Autodesk Maya</category><category>3D Modeling</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Color in Corel Painter</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>The Corel Painter colour picker in one tour — open the palette, the detailed mixer, the eyedropper, and how to build a custom palette from scratch.</description><pubDate>Tue, 20 May 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;If you&apos;re new to Corel Painter, the colour picker is the first thing worth learning to drive properly — every other tool depends on it. This is the short tour I wish I&apos;d had when I started.&lt;/p&gt;
&lt;p&gt;For the iPad-side equivalent, see &lt;a href=&quot;/how-to-color-in-procreate/&quot;&gt;How to Color in Procreate&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Where can I find the colour palette?&lt;/h2&gt;
&lt;p&gt;To open the colour palette, click on the circle with the colour.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-color-circle-toolbar.webp&quot; alt=&quot;Corel Painter toolbar showing the small colour circle that opens the full colour palette when clicked&quot;&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;When you click on the circle with your colour, a colour palette will appear. And you can change the colour.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-color-palette-open.webp&quot; alt=&quot;Corel Painter colour palette open after clicking the colour circle, ready for picking a new hue&quot;&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;If you click on the small circle next to your set colour, your colour will change to the previous colour.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-previous-color-toggle.webp&quot; alt=&quot;Corel Painter colour picker close-up showing the small previous-colour toggle next to the active swatch&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Are there any other palettes?&lt;/h2&gt;
&lt;p&gt;If you click on the button with two lines, you will see a more detailed colour-matching palette.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-detailed-color-palette.webp&quot; alt=&quot;Corel Painter detailed colour-matching palette expanded with the hue, saturation, and value controls visible&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-mixer-pad-hand-mixed.webp&quot; alt=&quot;Corel Painter mixer pad showing a hand-mixed colour blend ready to sample from&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Where can I find the eyedropper?&lt;/h2&gt;
&lt;p&gt;If you click on the little eyedropper icon in the top right corner of the colour picker, you can pick any colour from your canvas.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-eyedropper-icon-corner.webp&quot; alt=&quot;Corel Painter eyedropper icon highlighted in the top-right corner of the colour picker, used to sample colour from the canvas&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How to add colour to my palette?&lt;/h2&gt;
&lt;p&gt;If you click on the small plus above your set palette, then this colour will be added to the palette.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-add-color-plus-button.webp&quot; alt=&quot;Corel Painter custom palette with the small plus button above it used to add the currently selected colour to the swatch grid&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I change my palette or create a new one?&lt;/h2&gt;
&lt;p&gt;To set a new palette, click on the name of your palette or on the Basic Palette. After that, you will see your palettes.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-palette-selector-dropdown.webp&quot; alt=&quot;Corel Painter palette selector dropdown listing Basic Palette and any saved custom palettes ready to switch to&quot;&gt;&lt;/p&gt;
&lt;p&gt;To create a new palette, click on the plus sign in the upper right corner. You can create a palette from your photos or files.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-new-palette-from-file.webp&quot; alt=&quot;Corel Painter new-palette dialog showing the options to build a swatch set from a photo or imported file&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I save, share, rename, open or clear my palette?&lt;/h2&gt;
&lt;p&gt;To find these functions you need to click on the three dots above your palette.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-three-dots-palette-menu.webp&quot; alt=&quot;Corel Painter three-dots palette menu opened with Save, Share, Rename, Open, and Clear options listed&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./corel-painter-palette-management-options.webp&quot; alt=&quot;Corel Painter palette management menu close-up showing the full set of organizational actions&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Corel Painter</category><category>Color</category><category>Digital Painting</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Add a 2D Collider to Sprites in Unity</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>How to add and adjust a 2D collider on a sprite in Unity so it can actually collide with the world. The Inspector flow, in five clicks.</description><pubDate>Sat, 12 Apr 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Adding collision to sprites is fundamental for 2D game development in Unity — without a collider, a sprite has no physical boundary, so the player walks straight through it. This step-by-step guide is the Inspector flow in five clicks.&lt;/p&gt;
&lt;p&gt;Once the collider is in place, the next thing that tends to go sideways is the player &lt;em&gt;sticking&lt;/em&gt; to the collider edges. The fix lives in &lt;a href=&quot;/how-to-get-rid-of-sticky-walls-in-unity/&quot;&gt;How to Get Rid of Sticky Walls in Unity&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Select Your Sprite&lt;/h2&gt;
&lt;p&gt;Click on the sprite you want to give a collider. The &lt;strong&gt;Inspector&lt;/strong&gt; panel on the right side displays all available settings for that object.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-2d-sprite-inspector-panel.webp&quot; alt=&quot;Unity editor with a 2D sprite selected in the Hierarchy and its full settings shown in the Inspector panel on the right&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Add the Collider Component&lt;/h2&gt;
&lt;p&gt;In the Inspector, find &lt;strong&gt;Add Component&lt;/strong&gt;. Navigate to &lt;strong&gt;Physics 2D&lt;/strong&gt; and select &lt;strong&gt;Box Collider 2D&lt;/strong&gt; — or any other collider that matches your sprite shape.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-add-component-physics-2d-submenu.webp&quot; alt=&quot;Unity Inspector Add Component dropdown opened with the Physics 2D submenu visible&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-box-collider-2d-selection.webp&quot; alt=&quot;Unity Inspector Physics 2D submenu with Box Collider 2D ready to select&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Adjust the Collider&lt;/h2&gt;
&lt;p&gt;A green boundary box now appears around your sprite. To refine the boundary, click &lt;strong&gt;Edit Collider&lt;/strong&gt; within the Box Collider 2D component settings. Small adjustment handles appear — drag them to customize the collider&apos;s shape and size.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-default-green-collider-boundary.webp&quot; alt=&quot;Unity Scene view with the default green Box Collider 2D boundary surrounding the selected sprite&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-edit-collider-handles-mode.webp&quot; alt=&quot;Unity Scene view in Edit Collider mode with the green handle dots ready to be dragged to reshape the collider&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Result&lt;/h2&gt;
&lt;p&gt;With a collider in place, your object now has a physical boundary. The player (or other physics objects) can&apos;t pass through it.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-2d-collider-final-gameplay.webp&quot; alt=&quot;Unity gameplay view showing the final collider in action: the player can no longer pass through the sprite boundary&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Unity</category><category>Physics 2D</category><category>Game Development</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Get Rid of Sticky Walls in Unity</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>The quick fix for characters sticking to walls in 2D Unity — create a Physics Material 2D with zero friction and apply it to your player&apos;s Rigidbody 2D.</description><pubDate>Mon, 10 Mar 2025 00:00:00 GMT</pubDate><content:encoded>&lt;h2&gt;Solution Overview&lt;/h2&gt;
&lt;p&gt;A common issue in 2D Unity game development: characters unintentionally adhere to wall surfaces during gameplay. Here&apos;s the quick fix — a Physics Material 2D with zero friction, dragged onto the player Rigidbody 2D.&lt;/p&gt;
&lt;p&gt;Hitting this &lt;em&gt;before&lt;/em&gt; you&apos;ve even given your sprite collision geometry? Start with &lt;a href=&quot;/step-by-step-guide-adding-a-2d-collider-to-sprites-in-unity/&quot;&gt;Adding a 2D Collider to Sprites in Unity&lt;/a&gt;, then come back.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-2d-sticky-wall-bug-demo.webp&quot; alt=&quot;Animated demo of the sticky-wall bug in Unity 2D: the player character clings to a vertical wall instead of falling under gravity&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Step-by-Step Instructions&lt;/h2&gt;
&lt;h3&gt;Step 1: Create Physics Material 2D&lt;/h3&gt;
&lt;p&gt;Right-click on the &lt;strong&gt;Assets&lt;/strong&gt; section (or in any folder) and navigate to &lt;strong&gt;Create → 2D → Physics Material 2D&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-create-physics-material-2d-menu.webp&quot; alt=&quot;Unity Project window context menu opened on the Assets folder with the Create → 2D → Physics Material 2D path highlighted&quot;&gt;&lt;/p&gt;
&lt;h3&gt;Step 2: Configure Friction Settings&lt;/h3&gt;
&lt;p&gt;Name your new material — the example uses &lt;code&gt;slide&lt;/code&gt;. In the right panel, find the &lt;strong&gt;Friction&lt;/strong&gt; value and set it to &lt;strong&gt;0&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-physics-material-2d-friction-zero.webp&quot; alt=&quot;Unity Inspector showing a Physics Material 2D named slide with the Friction field edited to 0&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-physics-material-2d-inspector-detail.webp&quot; alt=&quot;Detail view of the Physics Material 2D Inspector with Friction set to 0 and Bounciness left at default&quot;&gt;&lt;/p&gt;
&lt;h3&gt;Step 3: Apply Material to Player&lt;/h3&gt;
&lt;p&gt;Select your player character and find its &lt;strong&gt;Rigidbody 2D&lt;/strong&gt; component. Locate the &lt;strong&gt;Material&lt;/strong&gt; field and drag your newly created Physics Material 2D into it.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-rigidbody-2d-material-slot.webp&quot; alt=&quot;Unity Inspector with the player Rigidbody 2D Material slot ready to receive the dragged Physics Material 2D&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-rigidbody-2d-material-applied.webp&quot; alt=&quot;Unity Inspector after dropping the slide Physics Material 2D into the player Rigidbody 2D Material field&quot;&gt;&lt;/p&gt;
&lt;h3&gt;Step 4: Test&lt;/h3&gt;
&lt;p&gt;And it&apos;s done. Your character should no longer stick to walls when you run the game.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-2d-sliding-no-friction-demo.webp&quot; alt=&quot;Animated demo of the fixed behavior: the player character now slides down walls under gravity instead of sticking&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Unity</category><category>Physics</category><category>Game Development</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Add an Icon for a Game in Unity</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>The shortest path to setting a game icon in Unity — File → Build Settings → Player Settings — plus fixes for the two mini-problems you&apos;ll run into.</description><pubDate>Thu, 20 Feb 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Setting a game icon in Unity sounds trivial — and it is, once you know where the upload slots actually live. This is the shortest path to a finished icon, plus the two mini-problems you&apos;ll almost certainly run into on the way.&lt;/p&gt;
&lt;p&gt;For the next setup chore in a 2D Unity project, see &lt;a href=&quot;/step-by-step-guide-adding-a-2d-collider-to-sprites-in-unity/&quot;&gt;How to Add a 2D Collider to Sprites in Unity&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Main Instructions&lt;/h2&gt;
&lt;p&gt;To set an icon for your game, navigate to &lt;strong&gt;File → Build Settings&lt;/strong&gt;. A small window will appear. In the lower-left corner, click &lt;strong&gt;Player Settings&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-build-settings-player-settings-button.webp&quot; alt=&quot;Unity Build Settings window with the Player Settings button highlighted in the lower-left corner&quot;&gt;&lt;/p&gt;
&lt;p&gt;Inside the Player Settings window (under the Player section), you&apos;ll find several mini icons for uploading your game&apos;s icon — one set per platform (computers, mobile devices, etc.). Pick your target platform and click the field below &lt;strong&gt;Icon&lt;/strong&gt; to upload your custom icon.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-player-settings-platform-icon-slots.webp&quot; alt=&quot;Unity Player Settings panel showing platform-specific icon upload slots under the Player section&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Mini Problems&lt;/h2&gt;
&lt;h3&gt;Missing platform categories&lt;/h3&gt;
&lt;p&gt;If you can&apos;t locate the &lt;strong&gt;iPhone&lt;/strong&gt; or &lt;strong&gt;Android&lt;/strong&gt; categories for icon upload, you most likely haven&apos;t installed the build-support add-ons for those platforms. Open the Unity Hub, go to your Unity version&apos;s settings, and add the missing platform modules.&lt;/p&gt;
&lt;h3&gt;Missing icon selection fields&lt;/h3&gt;
&lt;p&gt;If you don&apos;t see the small clickable icon with a &lt;strong&gt;Select&lt;/strong&gt; option to add your cover image, check the box labeled &lt;strong&gt;Override for standalone&lt;/strong&gt; and enable it. The mini icons you need will appear.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-override-for-standalone-checkbox.webp&quot; alt=&quot;Unity Player Settings with the Override for Standalone checkbox enabled to reveal icon upload fields&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-icon-upload-slots-populated.webp&quot; alt=&quot;Unity icon upload slots populated after Override for Standalone is checked, ready for custom icon assignment&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./unity-game-icon-configuration-resolutions.webp&quot; alt=&quot;Final Unity game icon configuration with custom icons assigned across the required resolutions&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Unity</category><category>Game Development</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Use Brushes in Photoshop</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>Where to find the Brush Panel, why Brush Settings matter, and how to load custom ABR brush sets — the three Photoshop brush moves every painter sets up first.</description><pubDate>Wed, 15 Jan 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Brushes are the soul of digital painting in Photoshop — the same artist with a different brush feels like a different artist. This is the short setup tour: where the Brush Panel lives, why Brush Settings matter, and how to install custom &lt;code&gt;.abr&lt;/code&gt; brush sets you&apos;ve downloaded.&lt;/p&gt;
&lt;p&gt;For the colour side of the same workflow, see &lt;a href=&quot;/how-to-color-in-painter/&quot;&gt;How to Color in Corel Painter&lt;/a&gt; or the iPad alternative &lt;a href=&quot;/how-to-color-in-procreate/&quot;&gt;How to Color in Procreate&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Where can I find a Brush Panel?&lt;/h2&gt;
&lt;p&gt;To open the Brush Panel, navigate to &lt;strong&gt;Window → Brushes&lt;/strong&gt;. For more advanced customization, press &lt;strong&gt;F5&lt;/strong&gt; to access the comprehensive Brush Settings Panel.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./photoshop-window-brushes-menu.webp&quot; alt=&quot;Photoshop Window menu opened with the Brushes option highlighted to reveal the Brush Panel&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Why do I need Brush Settings?&lt;/h2&gt;
&lt;p&gt;The Brush Settings Panel lets you adjust texture, scattering, and noise. Other parameters you can customize:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Size&lt;/li&gt;
&lt;li&gt;Angle&lt;/li&gt;
&lt;li&gt;Hardness&lt;/li&gt;
&lt;li&gt;Opacity&lt;/li&gt;
&lt;li&gt;Flow&lt;/li&gt;
&lt;li&gt;Smoothing&lt;/li&gt;
&lt;li&gt;Scattering&lt;/li&gt;
&lt;li&gt;Texture&lt;/li&gt;
&lt;li&gt;Noise&lt;/li&gt;
&lt;li&gt;Shape&lt;/li&gt;
&lt;li&gt;Dynamics&lt;/li&gt;
&lt;li&gt;Transfer&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;./photoshop-brush-settings-f5-panel.webp&quot; alt=&quot;Photoshop Brush Settings panel opened via F5 with shape dynamics, scattering, and texture options visible&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I download new brushes?&lt;/h2&gt;
&lt;p&gt;Artists frequently share custom brushes online in &lt;code&gt;.abr&lt;/code&gt; format. To install a downloaded brush set, go to &lt;strong&gt;Edit → Presets → Preset Manager&lt;/strong&gt;, click &lt;strong&gt;Load&lt;/strong&gt;, and pick your &lt;code&gt;.abr&lt;/code&gt; file.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./photoshop-preset-manager-load-abr.webp&quot; alt=&quot;Photoshop Preset Manager open with the Load button selected to import a custom ABR brush set&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./photoshop-brush-panel-loaded-abr-set.webp&quot; alt=&quot;Photoshop Brush Panel populated with the newly loaded ABR brush set, ready to paint with&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Photoshop</category><category>Brushes</category><category>Digital Painting</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Color in Procreate</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>The tools I reach for when picking and applying color in Procreate — eyedropper, ColorDrop, and a tour of the Disc, Classic, Value, and Palettes modes.</description><pubDate>Tue, 10 Dec 2024 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Colour in Procreate is divided across two places — the eyedropper and ColorDrop for picking what you already see, and the four palette modes (Disc, Classic, Value, Palettes) for choosing what you don&apos;t. This is the tour.&lt;/p&gt;
&lt;p&gt;If you haven&apos;t set up your layer stack yet, start with &lt;a href=&quot;/how-to-use-layers-in-procreate/&quot;&gt;How to Use Layers in Procreate&lt;/a&gt; — it&apos;s the foundation everything else paints on.&lt;/p&gt;
&lt;h2&gt;Eyedropper&lt;/h2&gt;
&lt;p&gt;To choose the colour you need from the picture, you need to press and hold on to the screen. You will have a mini circle indicating which colour you choose.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-eyedropper-magnified-ring.webp&quot; alt=&quot;Procreate eyedropper tool: press-and-hold on the canvas shows a magnified ring with the picked color&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Colour drop&lt;/h2&gt;
&lt;p&gt;To fill the background or a certain part of the picture, you need to press and keep on the colour in the upper right corner. After transferring this colour to the part that you want to paint over.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-colordrop-fill-action.webp&quot; alt=&quot;Procreate ColorDrop in action: drag the top-right color swatch onto a region of the canvas to fill it&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Palettes&lt;/h2&gt;
&lt;h3&gt;Disc&lt;/h3&gt;
&lt;p&gt;In the disc palette, it is quite easy to select bright and pleasant colours. But there is also a minus — in this mode, it&apos;s hard to choose just white because of the circle form of the palette.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-disc-color-palette.webp&quot; alt=&quot;Procreate Disc color palette mode: outer hue ring with an inner saturation-and-value disc&quot;&gt;&lt;/p&gt;
&lt;h3&gt;Classic&lt;/h3&gt;
&lt;p&gt;In the classic palette, there is a mini square with the colour you have chosen. To change the colour, move the cursor on the first line with the colour. This is the simplest palette for easy and fast colour selection.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-classic-color-palette.webp&quot; alt=&quot;Procreate Classic color palette mode: square color field, hue slider, and the current selection swatch&quot;&gt;&lt;/p&gt;
&lt;h3&gt;Value&lt;/h3&gt;
&lt;p&gt;There are six stripes with colour in the Value palette — this gives greater colour control.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-value-color-palette.webp&quot; alt=&quot;Procreate Value color palette mode: six HSB and RGB slider stripes for precise control&quot;&gt;&lt;/p&gt;
&lt;h3&gt;Palettes&lt;/h3&gt;
&lt;p&gt;In this mode, you can create your own colour palette by clicking on the plus sign in the upper right corner. You can also put your palette on the main colour selection screen for ease of use. The palette will be reusable — handy for keeping the same colours across, say, all the frames of one character.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-palettes-custom-grid.webp&quot; alt=&quot;Procreate Palettes mode showing a custom palette grid and the plus icon to add a new swatch&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-custom-palette-main-screen.webp&quot; alt=&quot;Procreate custom palette pinned to the main color selection screen for reuse across an entire animation&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Procreate</category><category>Color</category><category>Digital Painting</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item><item><title>How to Use Layers in Procreate</title><link>https://heyleiloo.com/</link><guid isPermaLink="true">https://heyleiloo.com/</guid><description>Layers let you stack image elements and edit one without breaking the others. Short tour — create, hide, duplicate, lock, alpha-lock, adjust visibility.</description><pubDate>Tue, 05 Nov 2024 00:00:00 GMT</pubDate><content:encoded>&lt;h2&gt;What are layers and why do we need them?&lt;/h2&gt;
&lt;p&gt;Layers in Procreate let you overlay image elements without changing your completed work. You can edit, recolor, and remove individual elements from the canvas. When you first create your canvas, you have two layers by default — the background and Layer 1.&lt;/p&gt;
&lt;p&gt;Once you&apos;re comfortable with layers, the next stop is &lt;a href=&quot;/how-to-color-in-procreate/&quot;&gt;How to Color in Procreate&lt;/a&gt; — picking and applying colour is the other half of any layered painting workflow.&lt;/p&gt;
&lt;h2&gt;Where can I find layers?&lt;/h2&gt;
&lt;p&gt;Click the icon with two squares in the upper right corner to open the layers panel.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-layers-icon-toolbar.webp&quot; alt=&quot;Procreate top-right toolbar with the two-squares Layers icon highlighted&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I create a new layer?&lt;/h2&gt;
&lt;p&gt;Click the plus sign in the upper right corner of the layers panel.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-add-new-layer-plus-button.webp&quot; alt=&quot;Procreate Layers panel with the + button in the upper right used to add a new empty layer&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I hide my layer?&lt;/h2&gt;
&lt;p&gt;Click the checkmark next to the letter &quot;N&quot; to hide or show your layer.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-layer-visibility-checkmark.webp&quot; alt=&quot;Procreate layer row with the visibility checkmark next to the N blending mode label&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I duplicate, lock or delete the layer?&lt;/h2&gt;
&lt;p&gt;Swipe left on the layer to access these options.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-layer-swipe-left-actions.webp&quot; alt=&quot;Procreate swipe-left gesture on a layer revealing the Lock, Duplicate, and Delete action buttons&quot;&gt;&lt;/p&gt;
&lt;h3&gt;What is a duplicate?&lt;/h3&gt;
&lt;p&gt;A duplicate creates an identical copy of your layer.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-duplicate-layer-result.webp&quot; alt=&quot;Procreate Layers panel after duplicating a layer, showing the new identical copy stacked above the original&quot;&gt;&lt;/p&gt;
&lt;h3&gt;What is a lock?&lt;/h3&gt;
&lt;p&gt;With a lock, you block the layer and you can&apos;t draw on it.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-locked-layer-padlock-icon.webp&quot; alt=&quot;Procreate locked layer indicator showing the small padlock icon beside the layer thumbnail&quot;&gt;&lt;/p&gt;
&lt;h3&gt;What is delete?&lt;/h3&gt;
&lt;p&gt;Delete removes your layer entirely.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-layer-delete-action.webp&quot; alt=&quot;Procreate Layers panel mid-deletion with the layer row sliding away on the Delete action&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I lock the layer so it doesn&apos;t go beyond the edges of the drawing?&lt;/h2&gt;
&lt;p&gt;Swipe the layer right to enable alpha lock — useful for coloring tasks where you want to stay within an existing shape.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-alpha-lock-checkered-thumbnail.webp&quot; alt=&quot;Procreate Alpha Lock enabled on a layer: the thumbnail shows a checkered transparency pattern indicating the bounds are locked&quot;&gt;&lt;/p&gt;
&lt;h2&gt;How can I change the visibility of my layer?&lt;/h2&gt;
&lt;p&gt;Tap with two fingers and swipe left/right, or click the letter N and adjust the visibility slider.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-two-finger-visibility-swipe.webp&quot; alt=&quot;Procreate two-finger horizontal swipe on a layer to dial in its visibility opacity&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-visibility-slider-n-label.webp&quot; alt=&quot;Procreate visibility slider opened from the N blending mode label, used to fine-tune layer opacity&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Where can I find other layer functions?&lt;/h2&gt;
&lt;p&gt;Select the layer and click on it to access rename, clear, copy, colour, and select.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-layer-detail-menu-options.webp&quot; alt=&quot;Procreate layer detail menu opened with Rename, Clear, Copy, Colour, and Select options listed&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;./procreate-layers-panel-tools-closeup.webp&quot; alt=&quot;Procreate Layers panel close-up showing the full set of per-layer organizational tools&quot;&gt;&lt;/p&gt;
</content:encoded><category>Cookbook</category><category>Procreate</category><category>Layers</category><category>Digital Painting</category><category>Beginners</category><author>Leila (heyleiloo.com)</author></item></channel></rss>