Three articles, three constraints, one conclusion: the first ten minutes of play are easy to optimise and the rest of the session is where the design decisions live. The power piece explains why a sustained frame rate is a different number from a cold benchmark; the memory piece sets the budget a 4 GB phone really gives you; the packaging piece takes 213 MB out of a download without touching the art style.
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The average frame is fine and the game still stutters
Why the 99th percentile is the number to put in a report, and how to compute it from a trace.
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NDK r29 preview: what changes for game builds
LLVM 19 changes floating-point contraction on some targets. Pin the flag before your replays diverge.
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Power and thermal budget: designing for a phone that gets hot
A sustained-performance method, and the quality tiers that follow from it.
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Memory on mobile: budgets, allocators and the OOM killer
What a 4 GB phone really gives a game, and how to stay under it without guessing.
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Packaging: APK, AAB and the size budget that actually matters
From 410 MB to 197 MB: what was removed, what was recompressed, and what was not worth touching.
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Android 17 preview raises the memory limits for games
The ceiling moves from 512 MB to 768 MB on 4 GB devices. The ceiling is not a reservation.
We publish a digest when three or more pieces fit a theme, roughly once a month. The feed carries every news item in between.