Jonathan Romano
Greater Syracuse-Auburn Area
251 followers
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About
Full stack developer and devops engineer focusing on UX, DX, and software architecture…
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251 followers
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Jonathan Romano shared thisAugust 19! The first of a couple presentations (more soon!) I'll be leading on participatory science - and how participatory approaches can be impactful across the social sector. I've appreciated being able to connect with the Catalyst network over the past few months, and looking forward to facilitating thinking about these approaches in that ecosystem.Jonathan Romano shared thisJuly and August are full of new opportunities to connect, learn, and get inspired. Join us online! Upcoming Events: ♦️ July 21 | 6 PM (CET): A Million Dominoes Open Session. Join us to explore how philanthropy can create benefits that reach hundreds or thousands of organizations at a time. Peter Brach ♦️ July 22 | 4 PM (CET): Circular Design Thinking (in Spanish) Host: Beatriz Viloria ♦️ July 29 | 5 PM (CET): Shifting Narratives, Amplifying Stories – Migration Collaboration. Join us to learn about our upcoming storytelling campaign and the pilot launch of our Migration Festival in NYC. We are building our task forces and looking for the passionate. (in Spanish & English) ♦️ July 29 | 3 PM (CET): General Assembly. The movement’s main forum for sharing ideas and information, celebrating successes, and shaping its direction (only for members) ♦️ August 19 | 3 PM (CET): Conversation Cafe - “Collective Agency through Participatory Research.” How can we make science something we do with people, rather than for people? What if the next breakthrough in solving our world’s biggest challenges comes from someone who has never set foot in a research lab? Join us for our next Conversation Café as we explore these themes with Jonathan Romano, Director of Frameshifter. Host: Jonathan Romano Explore all events and sign up now: https://lnkd.in/dHwTHwmA
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Jonathan Romano shared thisA couple months late, but finally got to write about some exciting work that was finally published and the broader impacts. Link to the full blog post below!Jonathan Romano shared thisEterna players were able to design molecular calculators which could revolutionize global health, low-energy computing, and biosensing - lets talk about why this is exciting! Sensors are all over the place in biology - organisms are constantly maintaining activity of internal systems and responding to the environment. We can build on these natural systems to design our own biomolecular computers. A paper published in Nature Chemistry at the end of last year (https://lnkd.in/e6kx9vGT) describes how we did exactly this, designing a fast, low-cost, easily-deployable diagnostic for active TB, a leading global health crisis. The paper also describes how this could lead to impacts beyond diagnostics, like directed drug delivery and safe precision gene editing. You could even imagine how this could be used for, say, environmental monitoring (think water quality or molecule presence). The relative simplicity and efficiency also leads to a promising direction for computing - biological computers that operate at a smaller scale (with a path toward the yet-unclaimed Foresight Institute Feynman grand prize!) and lower energy use than we’ve otherwise been able to produce. The insights generated by Eterna participants were crucial - their exploratory process and unique perspective is what created the heuristics needed for the success of automated mechanisms which can further accelerate design and deployment of technologies using this approach. Want to learn more? Check our our blog post on the Frameshifter blog: https://lnkd.in/esKtphHz And if you want to support or collaborate on the next steps of this work, get in touch!The big deal about these tiny, player-designed molecular calculators | FrameshifterThe big deal about these tiny, player-designed molecular calculators | Frameshifter
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Jonathan Romano shared thisI'm going to be at this event in just under a month around UX in scientific software - if you're around, you should consider taking a look!Jonathan Romano shared this📣 Only one month until the STRUDEL event at the AI Futures Lab! Register today: https://lnkd.in/gqQeyS8U Join us if you want to get involved with an open source community building UX resources for scientific software. We will be: - Contributing to open source science user experience/user interface design resources—ideas, design, code, documentation, website, etc. - Trying out different AI tools & models in the design and development of open source resources - Publicly recognizing participants as contributors to the STRUDEL project - Networking with expert practitioners from a range of scientific software and open source communities We anticipate sessions between 9am-5:00pm including a networking hour. Dropping in and out as your schedule allows is completely fine. Light breakfast, lunch, and snacks will be provided along with opportunities to network with a range of community members. 📍 Where: AI Futures Lab in downtown Berkeley, CA 🕔 When: Tuesday February 10th, 2026. Berkeley Institute for Data Science (BIDS) Superbloom 2i2c Alfred P. Sloan Foundation2026 STRUDEL Contributor Event @ BIDS AI Futures Lab2026 STRUDEL Contributor Event @ BIDS AI Futures Lab
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Jonathan Romano shared thisThe M&CR was a really valuable resource during my time at Stanford. Communities of practice like this are important for both filling gaps and providing community for research software engineers often working in relatively isolated environments, as well as being a powerful mechanism for advocating for and supporting effective open practices. Building effective communities is hard, but when done well the benefits are huge!Jonathan Romano shared thisA massive thanks to Ma Francesca Vera of the Stanford Data Science Center for Open and Reproducible Science and Ellianna Abrahams of Stanford Doerr School of Sustainability for this excellent talk on OpenSource@Stanford's Maintainers and Contributors Roundtable. This #CommunityOfPractice provides a space for active #OpenSource #Maintainers and #Contributors who are scattered across laboratories and departments to collectively learn from each other and to develop their competencies. 📺 https://lnkd.in/e_Ehj-Tw ℹ️ More about OpenSource@Stanford: https://lnkd.in/eR3UBwhx Maintainers & Contributors Roundtable pattern: 🔷https://lnkd.in/ej7xdk_a #AcademicOSPOs #AcademicOSS #OpenScience #ReproducibleScience
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Jonathan Romano shared thisLooking forward to speaking at the Serious Play Conference in just a couple weeks! Coming fresh off the tails of announcing Frameshifter and grounded in what we've done at Eterna, I'll be discussing why #play and scientific discovery games are a powerful tool in the current moment as we face challenges in trust, agency, and access in science, their continued relevance alongside rapidly advancing computational approaches, and directions for maximizing impact of #seriousgames in and out of science. More information on the event at https://lnkd.in/egJH5qWy - hope to see folks there!
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Jonathan Romano shared thisToday I get to formally announce that I have co-founded and will act as founding director of a new nonprofit organization, Frameshifter. I believe deeply that together games, collective and hybrid intelligence, human-centered design, and deep public engagement in research can lead to powerful, equitable, and ethical scientific advancement in service of human flourishing. This started as the next stage in the sustainability journey for Eterna, and a step towards scaling its impact. Eterna means a great deal to me - though this probably comes as no surprise having basically grown up with it, starting as a community member almost 13 years ago, and then as developer for the last seven and a half years. I’ve repeatedly seen the power of Eterna's community and platform, and know we've barely scratched the surface of its potential. What Eterna has done is already astounding, and I believe it can act as a model for this type of work going into the future. I'm incredibly excited to be able to pursue this vision, and immensely grateful to all those who have and continue to provide support. I won't lie, it's daunting - but the support makes all the difference. If you like what you see and want to chat more, please get in touch. Would love to hear from you.Jonathan Romano shared thisIntroducing: Frameshifter, a new nonprofit program (fiscally sponsored by Superbloom) accelerating discoveries and inclusion in science through public engagement in research. We're part research lab, part game studio, part software foundation, part center of excellence. We pull together science, software and technology, hybrid intelligence, user experience and human-centered design, games, media, and community development. We work towards participatory, community-driven scientific discovery and R&D, engaging broad, diverse communities and bringing capacity to under-resourced problems. We employ the approachability, engagement, and joy of games alongside the power of combining human intuition and advanced computation. We envision a world where everyone’s quality of life improves through participatory, equitable, and ethical scientific research and technology development and deployment. Frameshifter was started by the team behind Eterna to steward the project and scale it's impact. Learn more at https://frameshifter.org, and hear from our director Jonathan Romano: https://lnkd.in/eSj_aJFH
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Jonathan Romano shared thisWas great talking about Eterna, open science, and sustainability in our project. Thanks Richard Littauer for having us on (and fulfilling my secret wish to be invited on a podcast! 😄)Jonathan Romano shared thisThomas Karagianes (https://lnkd.in/eUjUsW_s) & Jonathan Romano (https://lnkd.in/eDcW-5Dn) discuss Eterna's (https://eternagame.org/) open source RNA research, blending human intuition, AI, and community-driven puzzle solutions. Listen at 🎙️ https://lnkd.in/esAvyzQk
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Jonathan Romano shared thisWe’ve launched a challenge at Eterna we imagined when we started the OpenVaccine initiative four years ago: Players now have an opportunity to optimize an mRNA vaccine with the potential to enter clinical trials. The team at PopVax are working on a next-generation COVID-19 vaccine with a first-of-it’s-kind immunogen to protect against current - and potentially future - variants. They have also made unusual commitments to make key portions of their technology open to accelerate other vaccine efforts in the cause of public health. This has led to a unique but well-positioned opportunity to bring the power of citizen science, our community’s expertise, and recent ML/AI modeling advancements through our lab at Stanford University and Howard Hughes Medical Institute (HHMI) (and collaborations with Kaggle) to bear, engaging the public in optimizing the design’s thermostability and ultimately improve worldwide access. Top player-voted designs will be lab tested and, if successful, move on to clinical tests. This kind of potential impact is one of the things that has kept me excited and motivated working on Eterna. And I believe we have the potential to do much more as we work towards a future at a broader scale (and if you think you can help us in our mission to revolutionize and democratize RNA technology, reach out - we’re actively looking to expand our network and engage new partners as we plan our next stage). There’s just over two weeks left, with a chance for anyone reading this to contribute. Head to https://eternagame.org/, complete the tutorials, then dig into the lab at https://lnkd.in/eyVaB3bx. For more on OpenVaccine, see https://lnkd.in/e82YQNJd
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Jonathan Romano shared thisSomehow, by coming to Seattle I escaped the rain! Excited to be here for the #OSSummit North America and #GitOpsCon - looking forward to some interesting sessions and hopefully getting to connect with people! Also super excited about how well these new business cards came out - feeling all professional now 😄
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Jonathan Romano liked thisJonathan Romano liked thisFenris Creations (the studio formerly known as CCP Games) has open sourced Carbon, the engine framework that powers EVE Online's entire persistent universe, player economy and record-breaking PvP battles. More than two dozen modules are now public on GitHub, including the physics/pathfinding system and the graphics module. If you build large-scale online worlds, this is worth a look regardless of what engine you're on. https://lnkd.in/e5XvGxGA
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Jonathan Romano liked thisJonathan Romano liked thisImagine being able to access games through a public or university library platform on your game device, like an e-book, and fairly pays the developer. If you're into that idea, why not get involved? Game developers highly welcome! https://lnkd.in/gQRd6rFj
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Jonathan Romano liked thisThis was a very cool collaboration, and eases the path for people to install and try out #MoonRay. We'll have more news and interesting developments to discuss at our BoF at #ASWF Open Source Days at #SIGGRAPH on Monday!Jonathan Romano liked thisTwo ASWF member companies, DreamWorks Animation and Canonical, recently collaborated to build a new Snap installer for MoonRay, providing a quick and easy way for Linux users to get MoonRay up and running. Check out more on our blog below, and if you're attending SIGGRAPH, be sure to join our MoonRay Birds of a Feather session this Monday, July 20 at 11:00 AM Pacific, hosted by Randy Packer and Jon Lanz! https://lnkd.in/gFcXbvNGDreamWorks and Canonical Develop Snap Installer for MoonRayDreamWorks and Canonical Develop Snap Installer for MoonRay
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Jonathan Romano liked thisJonathan Romano liked thisWell...a few months into co-leading the Fund for Science and Technology. I have been reflecting on what makes this work so compelling. At its core, FFST has ambitious goals built around a simple belief that scientific breakthroughs do not happen on lonely roads; they happen at busy intersections. Breakthroughs occur when researchers, disciplines, tools, and ways of thinking pause, connect, and weave together. You can see that in the work we are supporting: - Research advancing pediatric cancer and autoimmune science alongside next-generation computational approaches - Ocean and climate observation powered by new sensing and mapping systems - AI tools accelerating how scientific discovery happens in the first place Across bioscience, environmental solutions, and AI-for-good, the common thread is innovation that helps promising science move faster—and reach further. There’s a lot more to build, but the early signals are incredibly promising. Check out some of our recent work here (https://lnkd.in/e_9x2X7m). I look forward to more updates as the work continues. There is so much more to come.
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Jonathan Romano reacted on thisJonathan Romano reacted on thisThis fawn did NOT stick the landing. Watch mom hit the brakes and check something off in the trees. The little one clocks it a half-second too late, tries to stop, and slides RIGHT into her. For the first few weeks of their lives, fawns don't do this. They can't keep up, so they spend most of their time curled up alone in tall grass or leaf litter, holding completely still while mom forages elsewhere. Their spotted coats and almost total lack of scent keep them hidden, and she comes back only a few times a day to nurse per the Washington Department of Fish & Wildlife. Then around a month in, they get strong enough to run. Now they follow her everywhere, which is what you're watching here. She stops, he stops. She watches, he learns what's worth watching. She stayed locked on whatever was out there the whole time. He mostly stayed locked on her. Part of Aizle Impact's This Week in Wildlife, where every Friday we learn real facts about our wild neighbors in the Pacific Northwest.
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Jonathan Romano liked thisJonathan Romano liked thisDid you catch our new publication? 📄 "Embedding human judgment in crowd aggregation: a case study in biomedical citizen science" is now published in the proceedings of Citizen Science for Health 2025. The paper digs into Beta Catchers, where volunteers annotate Alzheimer-related lesions on whole-slide brain images. We found a way to cut the number of volunteers needed per image from 30 down to about 10 — by adding a small, well-targeted human-in-the-loop step and a confidence-gated triage system that only routes the genuinely tricky cases to people. The result: under two minutes of volunteer work per image, with a 3x throughput gain preserved. Read it here: https://lnkd.in/en5ZQWRm Want to stay in the loop on Beta Catchers? Follow along at https://lnkd.in/eqVZXVB8
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Jonathan Romano reacted on thisJonathan Romano reacted on thisI'm excited to share that as of today I am officially an Associate Research Professor in the Human-Computer Interaction Institute at Carnegie Mellon University. After spending most of my career at CMU as a student and then as a Systems Scientist, I'm especially happy that this promotion comes with a title change. I can finally introduce myself a professor without having to spend two minutes explaining what a Senior Systems Scientist is. I'm incredibly grateful to the students, colleagues, mentors, and collaborators who have made this possible. Over the years, I've had the opportunity to work across HCI, learning sciences, AI, and game design, studying how games can support learning and how data can help us better understand their impact. I'm particularly proud of the work we've done through the Open Game Data community and of the many collaborations that have helped connect researchers, designers, developers, and educators interested in serious games and learning. Looking forward to the next chapter—and to continuing to build bridges across communities like CHI PLAY, Meaningful Play, Serious Play, and beyond. Thanks to everyone who has been part of the journey so far.
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Jonathan Romano liked thisJonathan Romano liked thisThese black bear cubs did the smartest thing possible: nothing. Their mom stood up on her back legs to get a read on something off in the distance. The second she stopped to assess it, the cubs stopped too. One planted himself at her feet. The other stood a few yards off, looking down the same stretch of trail she was watching. No wandering, or tiny-bear chaos. Just two cubs holding still while she read the distance. When a bear stands like this, it's almost always to get a better look at what's out there, not a threat display. She lifts her nose and ears higher so she can pull more out of the air. Smell is by far her sharpest sense, according to the National Park Service. Once she was satisfied that it was nothing, all three continued down the trail. Cubs stay with their mother for around 18 months, and they follow her everywhere, learning what foods are safe, what places are risky, and how to behave in the world around them, according to the California Department of Fish and Wildlife. You could see that in real time here. Whatever they were going to do next, they were taking the cue from her. Part of Aizle Impact's "This Week in Wildlife," where every Friday we learn real facts about our wild neighbors in the Pacific Northwest.
Experience
Education
Volunteer Experience
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Lead Organizer (Venue Co-load)
UB Hacking
- 2 years 4 months
Science and Technology
● Managed floor plans, room reservations, furniture and electrical materials, setup/teardown teams, and other facilities-related tasks
● Planned, configured, and managed participant communication and participation platforms for virtual-only and hybrid events (including Discord with custom integrations, Twitch, and website feature planning contributions)
● Created stream assets including overlays and animations
● Ran majority of 29 hour live stream, including recording hardware setup…● Managed floor plans, room reservations, furniture and electrical materials, setup/teardown teams, and other facilities-related tasks
● Planned, configured, and managed participant communication and participation platforms for virtual-only and hybrid events (including Discord with custom integrations, Twitch, and website feature planning contributions)
● Created stream assets including overlays and animations
● Ran majority of 29 hour live stream, including recording hardware setup, greenrooming, and switching -
Logistics Volunteer
UB Hacking
- 3 months
Science and Technology
● Assisted planning and running supplementary events
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Core Developer/Team Lead - Scouting Application
FIRST Robotics Team 174: The Arctic Warriors
- 2 years 2 months
Science and Technology
● Led UI/UX design, software architecture, data modelling, and development of a web
application for tracking performance of multiple teams.
● Led and contributed using Agile processes (Scrum and Kanban) -
Electronics/Pneumatics Team Lead
FIRST Robotics Team 174: The Arctic Warriors
- 1 year 7 months
Science and Technology
● Designed and wired/plumbed electronics and pneumatics robotics subsystems
● Managed electronics and pneumatics part inventory
● Assisted in-competition maintenance and troubleshooting as member of core pit crew -
Electronics/Pneumatics Team Member
FIRST Robotics Team 174: The Arctic Warriors
- 7 months
Science and Technology
Honors & Awards
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CSE Faculty Choice Undergraduate Award
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"Awarded to one or more graduating seniors who have been a most vital presence in the department and whose departure will be sorely missed, not only by the faculty, at whose discretion the prize is awarded, but by the department as a whole."
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Phi Beta Kappa
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Inducted into the NY Omicron chapter of the Phi Beta Kappa liberal arts and sciences honors society
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Tau Beta Pi
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Inducted into the NY Nu chapter of the Tau Beta Pi engineering honors society
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Grace W. Capen Academic Award
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"This award is given to an undergraduate who has completed three semesters of full-time work at the University at Buffalo and has a GPA of 3.95 or better."
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Tadhg Kelly
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UPDATE: It seems like this was a bug on the site and I had it wrong. Nevertheless it's a good idea to go through the agenda. Apologies for the confusion (especially to Mr DeLoura) GDC Reminder for busy professionals: If you have a standard pass, you can access the content side. BUT, and this is not obvious, you should go through the agenda beforehand and add things to your schedule because GDC operates a pre-reg system. Trust me, it sucks having a pass only to find out they won't let you in the room (or make you queue for 20 minutes) because a bunch of folks who had free time or already knew how it worked block-booked everything. It's a very strange system that they've had for years, probably out of an abundance of worry over volume, and every year it causes grief. (And yes GDC-hosting friends, this is my way of telling you you should ditch the pre-reg system because it excludes busy industry people. We don't all have time to sift through the agenda until near to the show. If you want to encourage discovery and festival vibes, pre-booking sessions isn't aligned with that.)
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Andy Johnson
Worldscape • 20K followers
So You Want to Be a Game Producer? 🏊 Will you sink or will you swim? Breaking into Game Production isn’t easy, but when you're in, there's no time for training. Everyone's too busy to mentor you, so the most common route of learning is the age-old sink-or-swim method. Most people in the industry don’t even know what Producers actually do, and it's different on every team at every studio. There’s no single pathway into the role and no clear requirements across the industry—so how do you prepare? ➡️ Some Producers start in QA, managing groups of testers on projects, proving they can see the bigger picture and keep things moving forward. This is how I got my initial break into Production! ➡️ Others network in, building trust with developers, team leads, and studio heads until someone says, “You should be a Producer.” ➡️ A few make the jump from adjacent industries like tech, film, or program management. ➡️ Indie developers? They become “accidental Producers” most of the time. As their teams grow from 1–2 people to 10 or more, they find they need process and production and lead on instinct. ➡️ Students at game colleges rarely have a Game Production track with instructors who’ve actually shipped games. Curriculums focus on Game Design, Engineering, and Art, with little thought to how it's all pulled together. No matter how you get there, the fundamentals of Production are the edge you need. And here’s the kicker: nobody teaches this stuff. Why? Because Production isn’t about flashy design skills or cinematic trailers. It’s about everything that happens behind the scenes—the glue that holds projects together. It’s knowing how to translate leadership’s vision into realistic roadmaps, how to prioritize when ten problems hit at once, and how to project calm when the team is burning out. But what if there was a better way? This is why I built my 4.9⭐ rated Game Production course on Maven. It's a program designed to teach what no one else will. Not theory. Not fluff. The practical fundamentals of being a great Producer in LIVE lessons so you can actually ask questions. And here’s where it goes further: this isn’t JUST about Game Production. Every cohort joins the network accelerator—a community of nearly 150 course alumni. The people you meet here will be new friends, and maybe even your future references, colleagues, or co-founders. So, if you’ve ever thought about becoming a Producer, or you’re already in the trenches and want to level up, don’t wait. Join the Fall cohort starting on 09/30/25. 👉 Learn the fundamentals. Be the Producer everyone wants on their team. ✨ Enroll today: https://lnkd.in/gec77gcq #gamedevelopment #learning #gameproducers
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Gareth James
Kronix Studio™ • 418 followers
Dev Marathon: Cracking Unity’s ECS Scene Streaming Just wrapped up what might be my longest (and most chaotic) coding session in months — nearly 12 straight hours of dissecting Unity’s new Entities 1.3+ world streaming system. What started as a “simple” bug — baked EntityScenes not showing in standalone builds — turned into a deep dive into how Unity’s SubScene replacement actually works under the hood. After plenty of hair-pulling, debug logs, and one too many “why the hell won’t this load” moments, I finally built a deterministic scene-loading pipeline that works flawlessly across Editor and standalone builds. Here’s what we achieved tonight: ✅ Built a persistent scene registry system that guarantees all core world maps are included and loaded correctly in Player builds. ✅ Rewired the bootstrap process so Client and Server worlds sync their scene streaming properly (no more invisible worlds or null references). ✅ Figured out why the “Auto Load Scene” checkbox in Unity behaves like a mischievous gremlin — and made the build system obey regardless. ✅ Added smart auto-unload logic to keep the DefaultWorld lightweight while still indexing all baked maps for future world creation. In short: ✅ Scenes now stream deterministically. ✅ Standalone builds finally behave like the Editor. ✅ Future-proof foundation for large-scale, multi-map ECS gameplay. Next up: ✅ Optimizing world persistence. ✅ Disabling background AI and rendering for inactive maps. ✅ Building a full Map Streaming Framework for the projects persistent online architecture. It’s been a rollercoaster — equal parts frustrating, fascinating, and weirdly satisfying. Coding marathons like this remind me why I love game dev: the problem-solving, the breakthroughs, and that “it finally works” moment at 3 a.m. Now… breakfast and bed. It's 8am and haven't slept a wink yet :( Enjoy your day you saucy syntax slayers! 🙃
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VAYU STUDIO
Vayu Studio • 704 followers
🎮 What Makes Controls Feel “Responsive” in Games? "60 FPS doesn’t guarantee responsive controls" Two games can both run at 60 FPS. One feels tight. The other feels heavy. Why? It’s not graphics. It’s not FPS. It’s response design. 1️⃣ Input Buffering Great games don’t wait for perfect timing. They: - Store your input briefly - Execute it at the next valid moment - This makes controls feel instant. 2️⃣ Animation Cancel Windows If a character must finish a long animation before responding, controls feel slow. - Short cancel windows = faster feel. 3️⃣ Anticipation vs Delay - A slight squash, flash, or sound effect makes actions feel immediate. - Even if the real logic happens milliseconds later. - Perception > reality. 4️⃣ Acceleration Curves Linear movement feels robotic. Good games: - Ramp speed smoothly - Add slight momentum - Tune deceleration carefully This creates control weight without sluggishness. 5️⃣ Audio Feedback A fast click sound can make actions feel 20–30% more responsive. - Sound design is part of responsiveness. Key points: Responsiveness is designed. It’s not just code execution speed. Players don’t measure milliseconds. They feel feedback. #vayustudio #GameDev #IndieDev #GamePerformance #Unity #Unreal #gamedesign
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