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    <title>Samuel Bouchet - Technical blog</title>
    <subtitle>Personal website and blog of Samuel Bouchet, game developer. C#, Unity, Programming, Gamedev.</subtitle>
    <link href="https://samuel-bouchet.fr/feed.xml" rel="self"/>
    <link href="https://samuel-bouchet.fr/"/>
    <updated>2026-07-07T00:00:00.000Z</updated>
    <id>https://samuel-bouchet.fr/</id>
    <author>
        <name>Samuel Bouchet</name>
        <email>contact@samuel-bouchet.fr</email>
    </author>
    <entry>
        <title>Two Worlds, One Game: Networking in Unreal Engine</title>
        <link href="https://samuel-bouchet.fr/posts/2026-07-07-unreal-coop-listen-server/"/>
        <id>https://samuel-bouchet.fr/posts/2026-07-07-unreal-coop-listen-server/</id>
        <updated>2026-07-07T00:00:00.000Z</updated>
        <summary>A mental model for listen-server coop in Unreal Engine 5.7 — authority, replicated variables, OnRep quirks, data-first design, and what GAS replicates for you.</summary>
        <category term="Gamedev"/>
        <category term="Unreal Engine"/>
        <category term="C++"/>
        <category term="Networking"/>
    </entry>
    <entry>
        <title>The Black Box Sim</title>
        <link href="https://samuel-bouchet.fr/posts/2026-04-08-black-box-sim/"/>
        <id>https://samuel-bouchet.fr/posts/2026-04-08-black-box-sim/</id>
        <updated>2026-04-08T00:00:00.000Z</updated>
        <summary>A game architecture that separates simulation from presentation. Commands in, events out, everything else stays outside.</summary>
        <category term="Gamedev"/>
        <category term="C#"/>
        <category term="Architecture"/>
    </entry>
    <entry>
        <title>Unity Prefabs: Why I Avoid Nesting</title>
        <link href="https://samuel-bouchet.fr/posts/2025-04-07-unity-prefabs-nested-complexity/"/>
        <id>https://samuel-bouchet.fr/posts/2025-04-07-unity-prefabs-nested-complexity/</id>
        <updated>2025-04-07T00:00:00.000Z</updated>
        <summary>Nested prefabs in Unity sound like a good idea in theory, but in practice they create costly confusion. Here&#39;s why I keep my prefab depth to a strict minimum.</summary>
        <category term="Gamedev"/>
        <category term="Unity3D"/>
    </entry>
    <entry>
        <title>Automating Unity iOS build and upload to App Store Connect</title>
        <link href="https://samuel-bouchet.fr/posts/2025-03-24-unity-automated-appstoreconnect-upload/"/>
        <id>https://samuel-bouchet.fr/posts/2025-03-24-unity-automated-appstoreconnect-upload/</id>
        <updated>2025-03-24T00:00:00.000Z</updated>
        <summary>This article aims to gather all the information you need to automate the iOS build of your game and upload it to App Store Connect.</summary>
        <category term="Gamedev"/>
        <category term="Unity3D"/>
        <category term="C#"/>
        <category term="Unity Cloud Build"/>
        <category term="iOS"/>
    </entry>
    <entry>
        <title>Unity UI Debugging Tool - Click Occlusion Debugger</title>
        <link href="https://samuel-bouchet.fr/posts/2025-01-21-ClickOcclusionDebugger/"/>
        <id>https://samuel-bouchet.fr/posts/2025-01-21-ClickOcclusionDebugger/</id>
        <updated>2025-01-21T00:00:00.000Z</updated>
        <summary>Sharing a tool I made to quickly debug what&#39;s under the pointer</summary>
        <category term="Gamedev"/>
        <category term="Unity3D"/>
        <category term="C#"/>
        <category term="UI"/>
    </entry>
    <entry>
        <title>Animations Done Right with Reactive UI (Unity 6 example)</title>
        <link href="https://samuel-bouchet.fr/posts/2024-12-10-animating-reactive-ui/"/>
        <id>https://samuel-bouchet.fr/posts/2024-12-10-animating-reactive-ui/</id>
        <updated>2024-12-10T00:00:00.000Z</updated>
        <summary>Reactive UI on observable state in video games is reliable and efficient, yet animations become a challenge. Let&#39;s see how to tackle that.</summary>
        <category term="Gamedev"/>
        <category term="Neoproxima"/>
        <category term="Unity3D"/>
        <category term="C#"/>
        <category term="UI"/>
    </entry>
    <entry>
        <title>Unity Testing — How to Mock with Moq</title>
        <link href="https://samuel-bouchet.fr/posts/2024-10-25-unity-test-mocks/"/>
        <id>https://samuel-bouchet.fr/posts/2024-10-25-unity-test-mocks/</id>
        <updated>2024-10-25T00:00:00.000Z</updated>
        <summary>A step-by-step guide to implementing mocking in Unity tests using Moq, with a practical PlayerPrefs example</summary>
        <category term="Gamedev"/>
        <category term="Unity3D"/>
        <category term="Testing"/>
        <category term="C#"/>
    </entry>
    <entry>
        <title>Unity UI Canvas Strategies using Expand</title>
        <link href="https://samuel-bouchet.fr/posts/2024-10-11-unity-canvas-strategies/unity-canvas-strategies/"/>
        <id>https://samuel-bouchet.fr/posts/2024-10-11-unity-canvas-strategies/unity-canvas-strategies/</id>
        <updated>2024-10-18T00:00:00.000Z</updated>
        <summary>Having the UI react properly to different resolutions can be challenging. This article describes the strategies we use in our productions at Lonestone Studio.</summary>
        <category term="Gamedev"/>
        <category term="Unity3D"/>
        <category term="Neoproxima"/>
        <category term="City Invaders"/>
        <category term="UI"/>
        <category term="C#"/>
    </entry>
    <entry>
        <title>Gamedev Discoveries - October 2024</title>
        <link href="https://samuel-bouchet.fr/posts/2024-10-gamedev-discoveries-october-2024/"/>
        <id>https://samuel-bouchet.fr/posts/2024-10-gamedev-discoveries-october-2024/</id>
        <updated>2024-10-11T00:00:00.000Z</updated>
        <summary>Exploring the latest techniques, tools, and insights in game development. Here&#39;s what caught my attention this month!</summary>
        <category term="Gamedev"/>
        <category term="Unity"/>
        <category term="Game Design"/>
        <category term="Graphics"/>
    </entry>
    <entry>
        <title>Neoproxima highlight - Unity Input System Workflow</title>
        <link href="https://samuel-bouchet.fr/posts/2024-09-24-neoproxima-highlight-input-system/"/>
        <id>https://samuel-bouchet.fr/posts/2024-09-24-neoproxima-highlight-input-system/</id>
        <updated>2024-09-24T00:00:00.000Z</updated>
        <summary>A look at how we implemented player inputs in Neoproxima, using Unity Input System to handle gamepad, keyboard+mouse and UI focus.</summary>
        <category term="Gamedev"/>
        <category term="Unity3D"/>
        <category term="Neoproxima"/>
        <category term="C#"/>
    </entry>
    <entry>
        <title>Effet de distorsion plein écran avec Unity 6</title>
        <link href="https://samuel-bouchet.fr/posts/unity-6-wave-distortion-fullscreen-vfx/unity-6-vfx-distortion-plein-ecran/"/>
        <id>https://samuel-bouchet.fr/posts/unity-6-wave-distortion-fullscreen-vfx/unity-6-vfx-distortion-plein-ecran/</id>
        <updated>2024-09-16T00:00:00.000Z</updated>
        <summary>Analyse technique de l&#39;astuce que j&#39;ai utilisée dans ma dernière game jam pour un effet de distorsion d&#39;onde (effet fullscreen) utilisant une caméra secondaire + RenderTexture.</summary>
        <category term="C#"/>
        <category term="Unity3D"/>
        <category term="Unity 6"/>
        <category term="VFX"/>
    </entry>
    <entry>
        <title>Wave distortion fullscreen VFX with Unity 6</title>
        <link href="https://samuel-bouchet.fr/posts/unity-6-wave-distortion-fullscreen-vfx/"/>
        <id>https://samuel-bouchet.fr/posts/unity-6-wave-distortion-fullscreen-vfx/</id>
        <updated>2024-09-16T00:00:00.000Z</updated>
        <summary>Technical breakdown of the technique I used in my latest game jam entry for a fullscreen wave distortion effect using a secondary camera + RenderTexture.</summary>
        <category term="C#"/>
        <category term="Unity3D"/>
        <category term="Unity 6"/>
        <category term="VFX"/>
    </entry>
    <entry>
        <title>Unity3D Discoveries - September 2024</title>
        <link href="https://samuel-bouchet.fr/posts/unity-discoveries-september-2024/"/>
        <id>https://samuel-bouchet.fr/posts/unity-discoveries-september-2024/</id>
        <updated>2024-09-13T00:00:00.000Z</updated>
        <summary>I&#39;m always looking for techniques and libraries to improve my work. Here&#39;s what caught my eyes last month!</summary>
        <category term="Unity3D"/>
        <category term="C#"/>
        <category term="Gamedev"/>
    </entry>
    <entry>
        <title>A Take on Game Designing</title>
        <link href="https://samuel-bouchet.fr/posts/a-take-on-game-designing/"/>
        <id>https://samuel-bouchet.fr/posts/a-take-on-game-designing/</id>
        <updated>2024-09-03T00:00:00.000Z</updated>
        <summary>There is no magic bullet to game design; my stance is to discover as many &quot;reading prisms&quot; as possible to find those that will enhance my games.</summary>
        <category term="Game Design"/>
        <category term="A Book Of Lenses"/>
    </entry>
    <entry>
        <title>Avoiding exclusion by design</title>
        <link href="https://samuel-bouchet.fr/posts/avoiding-exclusion-by-design/"/>
        <id>https://samuel-bouchet.fr/posts/avoiding-exclusion-by-design/</id>
        <updated>2018-09-14T00:00:00.000Z</updated>
        <summary>The Dixit board game was designed in a way that can exclude players from the social group. Let&#39;s discover how the designers fixed that bias while keeping the same core mechanics in Mysterium.</summary>
        <category term="Game Design"/>
    </entry>
    <entry>
        <title>What babies teach us about game design</title>
        <link href="https://samuel-bouchet.fr/posts/what-babies-teach-us-about-game-design/"/>
        <id>https://samuel-bouchet.fr/posts/what-babies-teach-us-about-game-design/</id>
        <updated>2018-09-14T00:00:00.000Z</updated>
        <summary>Find out how studies of our brain development gives us a new tool for teaching game mechanics.</summary>
        <category term="Game Design"/>
    </entry>
</feed>
