Define a system goal
State the decision the model should support before adding resources.
About
Eonevolve Learning is a free open notebook for learning game development. Short visual notes on Unity, economy design, feedback loops, and more fields over time. Read one concept today, or follow a path when several pieces belong together.
These are starting pillars, not a closed catalog. New topics keep landing inside them, and new fields can open as the open book grows.
Game design
Feedback, pacing, and the player-facing choices that make a system feel fair and readable.
Unity
Component boundaries, pooling, and other patterns you can keep small enough to reason about.
Economy design
How resources enter, leave, and support a goal without turning into an opaque spreadsheet.
This notebook is written with a game-designer’s editing eye: protect the player decision, cut what cannot teach, and keep every example easy to reuse on your own project.
Start from a decision
We open with a choice, loop, or runtime ownership question. If the reader cannot apply it tonight, the lesson is not ready.
Keep examples portable
Lessons use simple, invented setups so the habit travels. You should be able to redraw the diagram on a whiteboard and try it in your own build.
Review for craft clarity
Game design and Unity craft practice review each lesson for readable cause-and-effect before it ships. Store or platform claims cite public guidance.
The format stays stable even as the topic list grows: fields, short cards, diagrams, and focused callouts. What you see below is the shape, not the full catalog.
Fields
Example topic cards
State the decision the model should support before adding resources.
Name the repeating intent → action → result → re-entry cycle players must feel.
Eliminate frame stutter and thermal throttling by keeping batches under 100 and Update heap allocations at 0 Bytes.
Concept diagram
An invented model showing how a goal connects an input, a decision, and an output.
Tip